Hook Camping Should Be Nerfed

Hi everyone, I’m a killer main who play’s survivor on occasion to unlock new stories from the archives.


It seems that 30 percent of the time I play survivor, I find killers who camp hooked survivors which just ruins the fun for anyone who plays survivor. This really needs to be addressed in a way that actually motivates killers to stop doing it.


There should be a new status effect where killers can only inflict deep wound status to injured survivors if they have stood within a certain radius of a survivor for 20 seconds or so. This effect would be paused when killers are damaging generators and completely stopped when there are other survivors within the hook radius unless the killer is already affected by the status effect. The effect progress would not be visible to the killer but the effect itself would be visible when it is activated.

Doing something like this would stop killers from camping and decrease the chance of a survivor dying on their first hook and getting frustrated. This would need to be balanced with some other survivor reworks (cough… dead hard), but could potentially make the game more fun for survivors and killers alike.

Comments

  • @Jejune said:

    https://forum.deadbydaylight.com/en/discussion/comment/2984165#Comment_2984165

    But as I said, making map smaller doesnt balance it. You would have to make loops and pallets stronger. You would have hooks 2 seconds away, making wiggling completely pointless. It would 100% make gen rushing more prevalent. You would have to nerf and buff alot of perks to fit the new map realities.

    Back to my question how does map size affect the killer who wouldnt be able to even sniff the unhooked survivor. You could make the map 1 by 1 meter long and the killer would have to stand there and do nothing for a minute so that he could finally down him the survivor. You could say that without it (1min immunity) they would just tunnel and camp the other person but the game will still end before that happens especially if the survivor got BT effect and DS. So instead they could know that they cant do anything to the person that was unhooked, instead focus on either the person who unhooked or stop the other 2 surivors doing gens.

    Doesn't this neuter killers like ghostface and hag?, since while the unhooked person has this invincibility they can trigger all traps without punishment and follow ghostface to reveal him, same with freddy pallets/snares, artist crows, and even twins because they could kick victor without any drawbacks.

  • Camping and the mythical 12 hook spread cannot be implemented until survivors are unable to smash out gens and end the game in 4 minutes with no toolboxes and just spreading.

  • @ad19970 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2983554#Comment_2983554

    Of course it is. As a dev you want to make sure both sides are as unfun as possible. Having a strategy that is incredibly unfun to go against and takes 0 effort shouldn't be one of the most viable strategies in the game. Not even close. It should be incredibly weak. That's just obvious game design.

    If there is a strategy that the vast majority of players dislike, something should be done about it.

    Not to mention that camping in particular hurts solo survivors more than swf.

    Eh in the current state of the game you cant really nerf camping without making huge changes or else it will be abused. I've seen people say something like "hook should decay slower if killer is camping by x amount but goes normally if survivor is near the hook". Which can seriously be abused to let 2 people work on gens while someone keeps the killer at hook while someones timer decays 50% slower if the survivor stays just outside the radius of the hook.

  • Maybe looking at Gen speeds and Map layouts would help...

    In theory if they increased base Gen regression to .50 (and disabling all Gen regression perks) it might change some players playstyle...

    Looking at loops is another big deal (cause it's an algorithm that in charge of that) but maybe if the devs hand designed the maps it would be easier to pick them apart

  • Even tho killers want to have their cake and eat it too.

    The developers have already said Camping is going to be a playstyle that will be looked at.

    Specifically because of it being too easy of a playstyle. No need to argue further because it is on their list.

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2983544#Comment_2983544

    Something being unfun to play against is not a good reason to nerf it.

    There's nuance to it, but yes, something being unfun is a good reason to nerf it.

    It's been a huge thorn in DBD's side that camping, tunnelling and slugging are the de facto best strategies, much like genrushing is for survivors. It breaks the core engagement of the game down completely, and both sides have been at each others' throats over this for years. It is literally the worst thing about the game and it should be nerfed out of play.

  • @Omans said:

    Making it so the killer can't grab a survivor trying to make a save if that survivor is full health would alleviate some of the problems with camping.

    Right now most killers just camp the first hook to try to force the second hook state. But grabbing is too easy, so it forces all the survivors to come make the save which can mean the game can be basically over if the killer decides to first hook camp against solo queue survivors.

    But then survivors would abuse it and then.the killers wouldn't be able to stop the unhooking. Thsts why they want to make BT basekit in some form.

  • @CarbonaraCharlie said:

    Hi everyone, I’m a killer main who play’s survivor on occasion to unlock new stories from the archives.

    It seems that 30 percent of the time I play survivor, I find killers who camp hooked survivors which just ruins the fun for anyone who plays survivor. This really needs to be addressed in a way that actually motivates killers to stop doing it.

    There should be a new status effect where killers can only inflict deep wound status to injured survivors if they have stood within a certain radius of a survivor for 20 seconds or so. This effect would be paused when killers are damaging generators and completely stopped when there are other survivors within the hook radius unless the killer is already affected by the status effect. The effect progress would not be visible to the killer but the effect itself would be visible when it is activated.

    Doing something like this would stop killers from camping and decrease the chance of a survivor dying on their first hook and getting frustrated. This would need to be balanced with some other survivor reworks (cough… dead hard), but could potentially make the game more fun for survivors and killers alike.

    never thought that it might be that killers don't have enough time due to the various problems (boon totems, genspeed paired with toolboxes, meta perks, maps, etc etc) and they need to use those tactics (i'll put also tunneling in the package) in order to get kills? how curious that noone ever thought about this...

  • Why not just send survivor far away like a pyramid heads cage ? Only for first hook and adjust gen repair speed to compensate ?

    I don't understand people defending facecamp it's by far the most unhealthy thing in this game, yes it's bad against swf but it just works against 4 randoms, you facecamp your very first hook and win games like this it's pathetic and totally ruin someone's game

  • @Kalinikta said:

    You started off so well with the premise that they should Motivate killers to not camp... yet then your solution falls flat and relies on punishing killers once again which is not a motivator.

    This game needs both though. Only a motivation not to camp will not be enough. Camping and tunneling need to be nerfed hard as well, it makes no sense to have strategies that take such little skill to be this effective.

  • Pretty sure lions and tigers dont walk away from a dead carcus to let rival predators get it .......

  • @VikingDragonXii said:

    https://forum.deadbydaylight.com/en/discussion/comment/2983457#Comment_2983457

    But then survivors would abuse it and then.the killers wouldn't be able to stop the unhooking. Thsts why they want to make BT basekit in some form.

    How, exactly, would survivors abuse it? The killer just wouldn't be able to grab a healthy survivor attempting an unhook. They'd still be able to interrupt it by hitting them. The only thing that changes is that we no longer have these silly hook standoffs where the survivor tries to force the killer to hit them.

  • @SMitchell8 said:

    Pretty sure lions and tigers dont walk away from a dead carcus to let rival predators get it .......

    Last I checked Dead by Daylight is a game, not the african savannah/forests in asia.

  • When you open with "I'm a killer main" I stop reading.

  • @ColonGlock said:

    I personally would be fine with hooked survivors teleporting to a hook at some empty part of the map.

    Love this idea! Like what Pyramid Head does when he cages a survivor instead of hooking them. That way the game just progresses and everyone has something to do.

  • @squbax said:

    https://forum.deadbydaylight.com/en/discussion/comment/2984183#Comment_2984183

    Doesn't this neuter killers like ghostface and hag?, since while the unhooked person has this invincibility they can trigger all traps without punishment and follow ghostface to reveal him, same with freddy pallets/snares, artist crows, and even twins because they could kick victor without any drawbacks.

    Well i said that they would be like ghost. So they wouldnt trigger traps, reveal ghostface. If they kick victor they lose invulnerability status because they slow killer progression.

  • @Hilidaris said:

    https://forum.deadbydaylight.com/en/discussion/comment/2984109#Comment_2984109

    Wonderfull idea, So I can get body blocked by someone not only for 12 seconds but for a whole minute !

    Unless you want the unhooked survivor to become a ghost of somekind that materialize back only when interacting with anything ?

    But like i said it in this thread. They are like a ghost or like mikey when he stalks. You can walk through them. They are not affected by anything and they cannot affect anything. If they dare to do anything that disables DS they lose invulnerability. So the only downside to this is that you cant tunnel. You could camp the hook to down the person unhooking tho.

  • If they can't fix facecampers I think BT should be basekit, anyone unhooked as endurance for 10 seconds, BT and DS are mandatory right now because camping/tunneling is the best strategy, 2 perks just to try to survive tunneling is boring it destroy variety

  • TL;DR... increasing Base Gen Regression would help

    Killer feel more pressure then Survivors cause of the time crunch

    400 seconds (which is about 6 minutes) for all of the Gens to be done... and yea travel time varies so I didn't include it... plus the exit gates also varies (depending on perks and if the Survivors 99% them)

    And base Gen regression being at .25 means that it'll take 400 (give or take) seconds to fully regress a Gen at 99%... so why should Killers kick Gens at this point

  • @rvzrvzrvz said:

    Why not just send survivor far away like a pyramid heads cage ? Only for first hook and adjust gen repair speed to compensate ?

    I don't understand people defending facecamp it's by far the most unhealthy thing in this game, yes it's bad against swf but it just works against 4 randoms, you facecamp your very first hook and win games like this it's pathetic and totally ruin someone's game

    Because picking the hook you want the survivor on is important for pressure building. Having a survivor inside a 3 gen area you are defending is huge compared to just sending the survivor right next to teammates so they can get unhooked immediately.

    And fixing face camping is a tough issue, because camping is a completely valid strategy and forcing a survivor into the next hook state can be an optimal move.

  • @ad19970 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2984016#Comment_2984016

    This game needs both though. Only a motivation not to camp will not be enough. Camping and tunneling need to be nerfed hard as well, it makes no sense to have strategies that take such little skill to be this effective.

    Motivation to do something else will go far more into making the game better than just nerfing the viable tactics of the killer end. At its core hooks are designed around the danger of the killer being in the area, yet there is little reasons to stray far from it.

    The effectiveness is based on the survivors and the huge gamble that leaving the hook brings. Motivate people to leave the hook and you might be able to adjust camping and tunneling... but all we ever see is people suggesting only a nerf. Where is the motivator? Even if you leave camping and tunneling alone, adding a motivator will reduce camping and tunneling yet that is not what we see once again.

  • What needs fixing are survivors brain cells. Whenever a killer camps, most times survivors have ZERO clue what to do. This is what happens most of the time. All survivors run near the camped person, all of them do nothing, some are crouching in corners of the map, or doing random dull totems and dont do gens.

    the killer gets a free kill, then wipes the rest of them out and again, nobody bothers doing gens, they kinda give up playing. ends up being a farming match, first one to get unhooks for easy points.


    survivors are the main problem when it comes to camping.

  • Hook camping didnt work with the old BT its too bad it got nerfed tho even tho i know it needed it. I still feel like there needs to be a perk for campped hooks that swaps your hook with another on the map in case the killer stays too near it. Right now killers are abusing this and something will eventually happen to fix it I just hope its not a halfas fix. I have said before that they could easily make hooks function like the cage of attonement works

  • @BrokenSouI said:

    Here's the problems with threads like this. People look to take, take, take. They offer no ideas for compensation. They offer no way of giving the killer new ways to gain the pressure that they need.

    You can't just disallow tunneling and camping without looking in to poor map design and gen speeds.

    Should tunneling and camping be changed ? Sure maybe, eventually. When this game is balanced around 12 hooks and going from chase to chase. But currently it is not

    Removing player agency is the fastest way to kill a game.

  • SWFs should be nerfed heavily

  • Don't bother, this is a killer forum. Most of them like to pretend they get an amazing 4 man swf on comms in 90% of their matches when it fact it's at most a duo que not on comms. So their arguments will be based off 4 man swf on comms not solo que. Most killers aren't good so come here to complain about how they need to tunnel and camp to win disguised as 4 man swf on comms in every match. Doesnt help well known streamer killer mains encourage this. Here's the solution: switch to Evil Dead succeeds in every way DBD fails.

  • @Kaitsja said:

    https://forum.deadbydaylight.com/en/discussion/comment/2986169#Comment_2986169

    How, exactly, would survivors abuse it? The killer just wouldn't be able to grab a healthy survivor attempting an unhook. They'd still be able to interrupt it by hitting them. The only thing that changes is that we no longer have these silly hook standoffs where the survivor tries to force the killer to hit them.

    Hitting a survivor doesn't interrupt the unhook all it does is hurt them and they still get the unhook while the killer is doing the blood wipe. Survivors would abuse it by knowing they can't be grabbed off the hook rescue and do rescues right after the Killer hooked the survivor and doesn't have time to even leave the hook area or one survivor makes the chase happen around the hook while a second comes in for the rescue knowing they can't be grabbed.

    It's the same thing when the Devs put in a pause to hook progress if the Killer was standing too close., Survivors abused it by making sure the chase happened around the hook so there was no progress to the hook state.

  • @BenSanderson55 said:

    Don't bother, this is a killer forum. Most of them like to pretend they get an amazing 4 man swf on comms in 90% of their matches when it fact it's at most a duo que not on comms. So their arguments will be based off 4 man swf on comms not solo que. Most killers aren't good so come here to complain about how they need to tunnel and camp to win disguised as 4 man swf on comms in every match. Doesnt help well known streamer killer mains encourage this. Here's the solution: switch to Evil Dead succeeds in every way DBD fails.

    ZZZZZZZZZZzzzzzzzzzzz

    Edit - Evil Dead is pretty fun and IS NOT full of people like this guy....don't let whatever that is turn you off from giving it a try.

  • @Raccoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2987239#Comment_2987239

    ZZZZZZZZZZzzzzzzzzzzz

    Edit - Evil Dead is pretty fun and IS NOT full of people like this guy....don't let whatever that is turn you off from giving it a try.

    IDK know what you said except Evil Dead is fun :)

  • @BenSanderson55 said:

    Don't bother, this is a killer forum. Most of them like to pretend they get an amazing 4 man swf on comms in 90% of their matches when it fact it's at most a duo que not on comms. So their arguments will be based off 4 man swf on comms not solo que. Most killers aren't good so come here to complain about how they need to tunnel and camp to win disguised as 4 man swf on comms in every match. Doesnt help well known streamer killer mains encourage this. Here's the solution: switch to Evil Dead succeeds in every way DBD fails.

    Whoever hurt you, it happened long before you found your way to these forums.

  • It was referencing your 'Us vs Them' attitude.

    I'm really happy you enjoy Evil Dead, though - I gotta say it surprised me.

  • @foxsansbox said:

    https://forum.deadbydaylight.com/en/discussion/comment/2987239#Comment_2987239

    Whoever hurt you, it happened long before you found your way to these forums.

    I also play killer and can admit I'm just not that great BUT i do my best not to camp, tunnel or slug everyone. Unfortunately to a lot of killers them being not great translates to 4 man swf on comms every match or survivors OP.

    @Raccoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2987359#Comment_2987359

    It was referencing your 'Us vs Them' attitude.

    I'm really happy you enjoy Evil Dead, though - I gotta say it surprised me.

    I play DBD and Resident evil Resistance; with DBD got tired of the tunneled, camped and/or slugged nearly every match (solo q); resistance tired of peer to peer lag and no updates. Evil Dead has seemed to solve all these issues for me (lag does happen occasionally but i think it's just buggy still as it's a newer game)

  • @Phantom_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/2983455#Comment_2983455

    Love this idea! Like what Pyramid Head does when he cages a survivor instead of hooking them. That way the game just progresses and everyone has something to do.

    That's an awful thing to do to the killers though. After taking the extra time to do a basement hook the survivor pops up right next to a team-mate halfway across the map? How about poor Trapper & Hag, after they get an area carefully set up but no way to actually hook a survivor in there to lure in others?

    Sorry, that's way unbalanced.

  • @Bardon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2986495#Comment_2986495

    That's an awful thing to do to the killers though. After taking the extra time to do a basement hook the survivor pops up right next to a team-mate halfway across the map? How about poor Trapper & Hag, after they get an area carefully set up but no way to actually hook a survivor in there to lure in others?

    Sorry, that's way unbalanced.

    Oh no, not the basement ones those should stay as they are or have one of them be a scourge hook!

    I meant the regular ones on the map itself, it would be nice if they had some sort of timer, that would send the survivor elsewhere IF the killer stayed for X minutes within X radius of said hook.

  • @Phantom_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/2987940#Comment_2987940

    Oh no, not the basement ones those should stay as they are or have one of them be a scourge hook!

    I meant the regular ones on the map itself, it would be nice if they had some sort of timer, that would send the survivor elsewhere IF the killer stayed for X minutes within X radius of said hook.

    Great idea, so when the game is about to end and I hook someone, since I have nothing else to do than waiting for his friend to come and save him, they wouldn't even need to take the risk to come, they just need to wait a bit so the hooked survivor get teleported away, they save him and leave.

1 2 ›