Camping Should Be Addressed

With information perks being soft-deleted for many (especially the colour-blind) through the new auras, with the cannibal's new bursts, with little penalty for staying or incentive to leave regarding hooks: the new updates seem geared toward rewarding campers - the least skilled group in the game.

There remains virtually no risk of losing enough hooks - they're very close together.

The auras make it harder for survivors to find the appropriate hooks without being spotted - further nerfing any stealth element in a game with a scoring aspect based on hiding.

The auras make it less worthwhile for a killer to leave the hook - not only are they harder to see and thus direct a killer, they're inconsistent in draw overall.

Recent changes to toolboxes and the (de)optimization of the game makes it unlikely too many gens will pop per hook, even with zero map pressure - if any will at all.

New 'collision fixes' make it more likely survivors are hitting invisible walls and running up geometry rather than escaping, not to mention some air pockets nurses and hatchets can't pass through - more reason to stay where you can M1.

Look, if people wanna plateau in skill for this game, camping's fine. Things should just be addressed to not push us who enjoy actually playing killer to stick by hooks.

Comments

  • No, do gens or have bt

    Stop crying

  • Read what's written, kiddo.

    Borrowed Time isn't super valuable even against campers anymore. I catch people off the hook all the time, and typically their rescuers too.

    Them needing to 'get good' doesn't absolve the dev's consistent prioritization of quantity over quality, and especially the deprioritization of QoL.

  • “iTs a LeGiT sTrATeGy”

    Really reworking NOED would be the best. All campers have it. Making them realize they need to make an effort during the game rather than camp may provoke some of them into trying harder.

    Camp and NOED will often grant 2kills at least. You shouldn’t get that for a zero effort playstyle

  • Don't get me started on NOED.

    It's so pathetic seeing even survivors saying "just do bones" while my fellow killers stagnate with such a bullshit safety net to boost them.

  • Rush gens, leave campers with no BP and no pips. Camping addressed.

  • Campers should lose a lot more points for hanging around a hook.

  • @cenoflame said:

    Campers should lose a lot more points for hanging around a hook.

    They'd get almost no BP or pips if survivors would stop feeding them.

  • That's just incorrect. Rushing gens is what devs have addressed, not camping.

    Again, killer here, saying there's a toxic minority being catered to 🤷‍♀️

  • Camping has multiple perks to punish the killer doing it.

    Borrowed Time

    Kindred

    DS

    etc

    The game already actively punishes killers the longer they are near a hooked survivor.


    @ElusivePukka said:

    Don't get me started on NOED.

    It's so pathetic seeing even survivors saying "just do bones" while my fellow killers stagnate with such a bullshit safety net to boost them.

    Decisive Strike, Borrowed Time, Dead Hard (all exhaustion perks, really), Unbreakable, Deliverance, Styptics etc.

    Killers have NOED. The most counterable perk in the game. That's their one, real safety net compared to the 90489485948545894859845948594854985489548959845894895489548954984589589489548954897589458949598459489598498589485949859848954985984985489598498589489548959845994889039043093423049540657845677439 safety nets survivors have.


    @ClickyClicky said:

    “iTs a LeGiT sTrATeGy”

    Really reworking NOED would be the best. All campers have it. Making them realize they need to make an effort during the game rather than camp may provoke some of them into trying harder.

    Camp and NOED will often grant 2kills at least. You shouldn’t get that for a zero effort playstyle

    It is a legitimate strategy. As stated verbatim by the devs. Being legitimate however, does not make it a good strategy. It's punishable by survivors if the survivors aren't pepegas.


    @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1496587#Comment_1496587

    They'd get almost no BP or pips if survivors would stop feeding them.

    This.


    @Orion said:

    Rush gens, leave campers with no BP and no pips. Camping addressed.

    And this.

  • well you lost emblem when you camp and no one is aroud so


    just don't stay in tr and go do gen, yes it's bad but nothing can be done about it just wait 2 min and go next

  • The game itself and the devs need to encourage healthy playstyles and pipping.

    Pipping/ranking up only gets you more experienced survivors and as survivor it really is just a measure of your playtime when you see red rankcrouching claudettes at the corner of the map.


    We can fix this by rank rewards, pip = rank up = rewards

    camp/tunnel/ slug 4 people to death = black pip/depip

    gen rush = black pip/depip

    I made a thread about it feel free to check it ou

    @slim0b said:

    I'm trying to make this as unbiased as possible, but let's cut the chase. I have an idea

    We need to find a way to make killers feel rewarded for their emblems/points rather than kills. And a way to make survivors feel rewarded for their points/emblems rather than escaping or not.

    I know it sounds a bit ridiculous, but if we're able to achieve this. A lot of killers will start 2 hooking and avoid tunneling/camping to go for pips, and lots of survivors would start prolonging the game slightly by healing/getting in chases rather than rush gens.

    The idea is, since the new "MMR" system is coming out, and ranks will not be involved in matchmaking until the devs figure out a use for it, well here's a use.

    About 3-5 weeks after the MMR is implemented and everyone's MMR score is judged, all players' ranks get reset to rank 20.

    From there, with each rank up or two (BHVR judges) you get. You unlock a fully random cosmetic from a character of your own choice, maybe a full yellow set or like a part of a purple set, again it's a bit random.

    You also receive a bloodpoint reward which increases as you increase in rank, like rank 19-18 = 40,000. Rank 18-17 = 75,000 . etc.. This is good because if you're a high rank killer you most likely will upgrade a higher levelled survivor which will cost more. Obviously the reward doesn't happen if you depip then pip again/alr earned reward.

    Additional to that, for every 5 ranks, you get a 24 hour character pass, this pass exists in dbd mobile, and it grants you access to a character for 24 hours, when your time is locked your progress on that character is saved in case you buy it / use another pass. Although I'm not sure if they'd allow this for licensed characters.

    Tell me what you think below and feel free to highlight any mistakes/additions to the idea.

    TL;DR: Rank rewards will encourage people to aim for a pip or two rather than quickly ending the game or guaranteeing the 4k by any means necessary. Potentially ending "genrushing" "tunneling" "camping"


  • @ElusivePukka said:

    Don't get me started on NOED.

    It's so pathetic seeing even survivors saying "just do bones" while my fellow killers stagnate with such a bullshit safety net to boost them.

    you are biased are you?

  • Do gens or run Camaraderie, Borrowed Time, and Decisive Strike with how the game is camping, tunneling, and slugging are a must every game for a win so if you don’t have the skill enough to run the killer of these happen then use the perks that help stop it is all you can do a change can’t happen until pregame is added maps are shorter and other factors

  • Borrowed Time and Kindred are both nerfed. DS does nothing about camping, just a minor inconvenience for tunnels.

    The game also doesn't punish us for sticking close to a hook if another survivor is near - and considering how far we can take'em, even on the largest maps we can usually get close to gens.

    I'm not losing emblems. I also don't camp. My friends and opponents who have camped aren't losing emblems either.

  • I know people don't really care about the emblems, but it does affect one on them. Camping really isn't a huge problem though.

    @ElusivePukka said:

    Read what's written, kiddo.

    Borrowed Time isn't super valuable even against campers anymore. I catch people off the hook all the time, and typically their rescuers too.

    Them needing to 'get good' doesn't absolve the dev's consistent prioritization of quantity over quality, and especially the deprioritization of QoL.

    Then that means that the survivors are not utilizing it right. Or doing a 1 to 1 trade to save someone on death hook. Camping is really only successful when people don't know you are doing it. Most good survivors will recognize that the killer is camping and do 1 of two things.

    1. They will rush gens and punish the killer, which it will. The killer depips and realizes that it doesn't work.
    2. They will coordinate and get them off the hook.

    Most bad survivors will rush the hook without a plan.

  • Even coordination will result in a trade with experienced killers - I don't care how good survivors are.

    Again, though, rushing gens just isn't a thing most of the time. Trying to push that it is just makes someone daft, not valuable to the conversation.

  • @ElusivePukka said:

    Even coordination will result in a trade with experienced killers - I don't care how good survivors are.

    Again, though, rushing gens just isn't a thing most of the time. Trying to push that it is just makes someone daft, not valuable to the conversation.

    This coming from a guy who called NOED, the most counter-able perk in the game, some sort of "safety net" for killers, condemning killers for using it; when it's their one, real "safety net" perk compared to the countless ones survivors have.

    You're coming off as a troll. There's no other explanation. You're just an attempt at an elaborate troll.

  • @Orion said:

    Rush gens, leave campers with no BP and no pips. Camping addressed.

    dont you yourself lose points for gen rushing?

  • Get good stop crying

  • Camping, NOED, they make killers stagnate. They're not rewarding as play, but they're being made more rewarding as participation. They drop off later in ranks, which just leaves a cesspit below - the argument that people should just accept it is as pathetic as the rest.

  • Have BT, deliverance, DS, and unbreakable, rush gens, join a SWF group, and boom! Not only have you countered camping, but you also countered killers in general too!

    But most importantly, don't get caught. Either by letting go of the run button once in a while, hide around corners, or do "aura jukes". Use the killer's auras against them, especially now that auras are too dark to be reliable. Pretend you are going one way, then go the other way.

    What also plays a part of it is your perceived behavior. Killers 98% of the time only camps if they are low rank (or at least should be low ranked), it is endgame and they are desperate for a kill, or are just straight up tired of your #########, no matter if it's justified or not.

    Camping extremely rarely gets you a 4k or even a 3k. This game is all about telling your opponent's actions / reactions. I know it sucks to get camped, but it's not a new thing by a long shot, and there are commonly known ways to counter it / deal with it.

  • @ElusivePukka said:

    Read what's written, kiddo.

    Borrowed Time isn't super valuable even against campers anymore. I catch people off the hook all the time, and typically their rescuers too.

    Them needing to 'get good' doesn't absolve the dev's consistent prioritization of quantity over quality, and especially the deprioritization of QoL.

    You saying "kiddo" just makes people take you less seriously. Just sayin'

  • One day, they'll take the hint it's not a survivor saying this. Till then, they can just keep proving their illiteracy by proposing things that're countered by what's said.