How to fix camping issues..

As a killer I don't like the ability to camp someone. Although it's effective, no denying that, it's boring and can be a little too effective at times. I also feel it goes against the lore as the entity created the trials to relish in the fear and torment of the survivors, not watch as one gets killed instantly and the other 2-3 escape.

So I had a few ideas and changes that could be implemented to stop camping itself.


The crushing pressure of the killer's presence wears down hooks when a survivor is hooked nearby. If a killer is within 8 meters of a hook while a survivor is hooked on it, the hook begins to wear down. If the survivor would go into the second hook state while the killer is within 8m, the hook instead breaks, granting the survivor a burst of speed and endurance for 8 seconds. This does not occur if another survivor within 8m of the hook. The killer's aura is revealed to all other survivors outside of that 8 m range if the killer is still within that range.

What this does, makes it a lot harder for a killer to just camp a survivor out of the game and then take advantage of survivors trying to save their teammate. Now survivors can see if the killer is camping near a hooked teammate, but without being able to see all other survivors, making kindred still stronger. If they see a killer camping, they can focus on gens, totems, ect without feeling pressured to hook trade at best.

On the flip side, they can't just abuse this by running the killer around the hook a bunch until their friend gets off the hook for free.

Now yes killers can still wait there for the hook to break, but it's going to take even more time to catch them, then hit the endurance, and then down them again. Then they have to wait and do it all over again just to get them to the point where they can be sacrificed. By that time the gens are usually done and powered, reducing the chances that killers even get a 1k from camping.

Comments

  • Defending hooks from unhooks is valid strategy. Don't need to give survivors literally free escapes from hooks.

  • Christ. Camping does not need punishments just because some people get butthurt or think it's unfair. And no, Survivors should not get free because their feelings get hurt when they're found first and get killed in a game...where they can get killed.


    Stop with punishments. Invent new perks and ways to encourage Killers to leave the hook. Because there's literally no way a punishment won't be abused by Survivors. And yours falls into the same BS as the old 'Let Survivors have infinite time on hook if camper is within <x> meters' idea that was pure garbage.


    No. Bad idea. It can be abused. It's horrible. Survivors should not get a free unhook just because they pitch temper tantrums when they lose. End of story.

  • @Crowman said:

    Defending hooks from unhooks is valid strategy. Don't need to give survivors literally free escapes from hooks.

    Wut? I literally said at the beginning of the post that it's currently an effective strategy.

    But it's also a crutch strategy that's used in place of not having any real skill.

  • @Advorsus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2736240#Comment_2736240

    Wut? I literally said at the beginning of the post that it's currently an effective strategy.

    But it's also a crutch strategy that's used in place of not having any real skill.

    You aren't listing good reasons it needs to be nerfed.

  • @Advorsus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2736240#Comment_2736240

    Wut? I literally said at the beginning of the post that it's currently an effective strategy.

    But it's also a crutch strategy that's used in place of not having any real skill.

    So what? Does everything need to meet some sort of magical 'skill level' that people gets to decide?

    1 person says Iri Hatchets take no skill.

    1 person says camping takes no skill.

    1 person says NoED takes no skill.

    Another says Dead Hard takes no skill.


    Who. Gives. A. #########? Not all tactics need to be accepted by every player.

    Esp not when boths sides whine like babies that whatever killed them 'takes no skill' because, clearly, they're too good to die to anything not OP.

  • @AngyKiller said:

    Christ. Camping does not need punishments just because some people get butthurt or think it's unfair. And no, Survivors should not get free because their feelings get hurt when they're found first and get killed in a game...where they can get killed.

    Stop with punishments. Invent new perks and ways to encourage Killers to leave the hook. Because there's literally no way a punishment won't be abused by Survivors. And yours falls into the same BS as the old 'Let Survivors have infinite time on hook if camper is within <x> meters' idea that was pure garbage.

    No. Bad idea. It can be abused. It's horrible. Survivors should not get a free unhook just because they pitch temper tantrums when they lose. End of story.

    Lol it's not though? Hence the, "Can only be activated if a killer is camping, and cannot be activated if another survivor is near the hook."

    It's not a punishment, it's an incentive not to camp because that'd be a waste of time. But wait, you just want new perks right. Just band aid fixes instead of fixing the actual mechanics of the part of the game that killers are abusing? Weird.

  • @Advorsus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2736245#Comment_2736245

    Lol it's not though? Hence the, "Can only be activated if a killer is camping, and cannot be activated if another survivor is near the hook."

    It's not a punishment, it's an incentive not to camp because that'd be a waste of time. But wait, you just want new perks right. Just band aid fixes instead of fixing the actual mechanics of the part of the game that killers are abusing? Weird.

    Except if the survivors stands 9m from the hook. Where the killer has no reason to just leave the hook otherwise survivors get a free unhook or the hooked survivor gets free anyways, because of your change.

  • @Advorsus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2736245#Comment_2736245

    Lol it's not though? Hence the, "Can only be activated if a killer is camping, and cannot be activated if another survivor is near the hook."

    It's not a punishment, it's an incentive not to camp because that'd be a waste of time. But wait, you just want new perks right. Just band aid fixes instead of fixing the actual mechanics of the part of the game that killers are abusing? Weird.

    Let me explain the same ######### that everyone else has over YEARS of whining.


    1. I hook someone.
    2. 2 Survivors stand outside of 8 meters in opposite directions. let's say 15 meters. Let's say they are North and South. Where I can see them.
    3. Now, if I go after North, South runs towards the hook & North runs away. I turn around; South runs back into position. North runs back into position.
    4. Repeat #3 if I go after South.
    5. Now, I'm either going to 1) Stay by the hook, because if I leave, they're getting an unhook. And now my Hooked Survivor gets a free escape and a speed boost, because '######### you, Killer players' or 2) Chase someone, and the other gets a free unhook.


    See how it can be abused? I either give up an unhook or the Survivor gets a free escape. Real A+ balance for Killers. It's flawless, if you're only goal was 'Survivors get anything they want'.

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2736252#Comment_2736252

    Except if the survivors stands 9m from the hook. Where the killer has no reason to just leave the hook otherwise survivors get a free unhook or the hooked survivor gets free anyways, because of your change.

    It took me a moment to understand what you're trying to say because it makes no sense lol just because a survivor is 9m away doesn't mean it activates. The killer still has to be within that 8m radius. If they're not it doesn't activate. If a survivor is within that range means the affect won't activate. In fact waiting at the edge and then going into range actually hurts the survivors because it just activates the next hook state like normal. I'm not sure what your concern was.

  • @AngyKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/2736252#Comment_2736252

    Let me explain the same ######### that everyone else has over YEARS of whining.

    1. I hook someone.
    2. 2 Survivors stand outside of 8 meters in opposite directions. let's say 15 meters. Let's say they are North and South. Where I can see them.
    3. Now, if I go after North, South runs towards the hook & North runs away. I turn around; South runs back into position. North runs back into position.
    4. Repeat #3 if I go after South.
    5. Now, I'm either going to 1) Stay by the hook, because if I leave, they're getting an unhook. And now my Hooked Survivor gets a free escape and a speed boost, because '######### you, Killer players' or 2) Chase someone, and the other gets a free unhook.

    See how it can be abused? I either give up an unhook or the Survivor gets a free escape. Real A+ balance for Killers. It's flawless, if you're only goal was 'Survivors get anything they want'.

    Okay let's break this down simply so even you can understand. 1. I play killer 98% of the time. So your little us vs them stuff doesn't really concern me. I'm only interested in the health of the game.

    2. If they run into range then the affect doesn't activate and that person goes to the 2nd hook state anyways.

    3. That's 3 people off of gens, which is more pressure than any perk can give you.

    4. Survivors only get off "for free" as you put it, if you as a killer and only you are within that radius while they're hooked. Hence why I put all that other stuff in.

    5. If you don't like the suggestions, on a forum of all places, maybe don't respond? Or maybe try civilization perhaps?

  • @Advorsus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2736263#Comment_2736263

    Okay let's break this down simply so even you can understand. 1. I play killer 98% of the time. So your little us vs them stuff doesn't really concern me. I'm only interested in the health of the game.

    2. If they run into range then the affect doesn't activate and that person goes to the 2nd hook state anyways.

    3. That's 3 people off of gens, which is more pressure than any perk can give you.

    4. Survivors only get off "for free" as you put it, if you as a killer and only you are within that radius while they're hooked. Hence why I put all that other stuff in.

    5. If you don't like the suggestions, on a forum of all places, maybe don't respond? Or maybe try civilization perhaps?

    1. Who cares who play what? That had nothing to do with my example.
    2. They don't run into range. They stay OUTSIDE RANGE and move forward if the Killer moves away, and moves away if the Killer moves back.
    3. It's 3 people off gens, until the one on the hook gets a free escape.
    4. And the Killer is FORCED to stay IN RANGE to protect his hook, or to commit to a chase & allow a free unhook. How you can't see this is beyond me.
    5. If you don't like people pointing out the flaws in your suggestions, on a forum of all places, maybe don't suggest it?


    And I apologize for the snark, but your idea is literally the 'Survivor gets infinite Struggle meter' idea, only even worse.

    It has the same exact flaws. It would not work. Your failsafes are easy to abuse.

    Source: Back in the day; Survivors died slower if the Killer was near the hook. Survivors did literally what I just described within 24 hours of the change hitting PTB. They had it worked out on how to best abuse the punishment.

    And it was removed in short order, because the KILLER should be deciding if he camps or not; not Survivors or a cheese-able mechanic.

  • 1. Your complaining about giving survivors whatever they want and all you see is Nerf killers comment. I want a healthy game, and camping promotes unhealthy gameplay.

    2. Once again, if they come into range at all it deactivates. If They step into range at all, it doesn't happen. Meaning this is only for killers who are committed to camping them. It actually hurts the survivors by coming into range and then leaving. If you hook the person and then leave to chase after another one of the survivors, that's just the normal gameplay at that point.

    3. If you've left the area the person doesn't get off for free. That's one person that got saved, one that got the save, and one that you're chasing now. 1+1+1=3 people still off generators. Literally the only thing this would change gameplay wise would be if you as a killer choose to stay and camp with no other survivors around, and doing nothing else but that.

    4. You're not forced to stay in range, if you chase after one survivor the other is forced to get the save. If they bounce in and out of the range, it deactivates and works like normal hook stages. At which point you're free to chase and go back like you normally would. You could still grab people from hook saves, everything works the same.

    5. You're trying to find and create flaws in something I've already explained simply because you don't understand it. I'm open to feedback, suggestions on number tweaks, things like that. But you don't like it because it would keep you from just standing in place all match camping for 2ks.

    All this change would do, is make it to where if survivors see a killer camping, they don't have to feel forced to feed into the camping strategy. And makes it harder for killers to just camp the entire game. Otherwise it changes nothing. If you just sit there camping, doing nothing else but waiting for survivors to feel forced to save their teammate, then yeah, it'd feel more like a punishment. You hate it because it'd change how YOU play the game, even if that change would be a healthy one for the game as a whole.

  • There's no point in countering your suggestions because the points have already been countered before.

    What's worse; The '8 meters' thing was, literally, tried in game. Your whole idea was.

    Replace 'Gets a free BS, unearned unhook' with 'Struggle Meter Drains Slower' and tinker with the '8 meters'; It may have been closer or further away.

    But the mechanics were THE SAME. And Survivors abused it.


    This is not a theoretical. This is not 'what if' or 'They might do this'. SURVIVORS ACTUALLY ALREADY ABUSED IT.


    I'm not making up a scenario that MIGHT happen for you to disprove. Whatever you say about 'It can't be abused'; you're wrong.

    Because it already was. In the game. And abused.

    BHVR tried a 'If the Killer stays too close to the hook' punishment, which is what yours is, and Survivors abused the HELL out of it for free unhooks.


    So I don't care what counter-arguments you have; History has already shown 'Proximity camping punishments' don't work. Because Survivors find a loophole, and abused them.

    Because they already did.