So about that camping

I havent seen one that actually aides in killers that can camp easily, like Doctor who can permanently interrupt you, Huntress with Oak Haft and Flower Babushka making it impossible to unhook without grabs, Hags placing traps all around the hook, Bubba literally facecamping with no counterplay, Billy practically the same logic, Twins finding a slight elevation to bypass her limitation, so here is a suggestion:

Not a single killer will be capable of using their ability when within 16 meters of a hooked survivor. They can pre-set their abilities, giving survivors more time for a pick up or rewarding a killer for their strategy, or start using their abilities outside this range to continue it inside(like Oni), but untill that survivor is unhooked, or they leave the area again, they cannot use it again.

The moment the unhooked survivor is capable of moving around again, the killers can use their abilities again.


The downsides of this? Small maps. So to fix that issue: a cylindrical detection box, centered on the hooked survivor, that exists the moment the hook animation starts, and disappears the moment the unhooking animation has finished. 3 meters high total(0.5 meters below, 2.5 meters above), just enough to not be camping upstairs, but having no effect if you're downstairs.

This would also be an indirect nerf to mobility killers and long range killers, and killers who can lay down traps relatively easily around a hook. So no more basement trapper without pre-set traps, Nurse would have the heftiest downside here, but lets be honest, thats not a big issue, Bubba may be able to rev his chainsaw outside the radius, but even then, he cant rev/consume charges untill someone has been unhooked, giving a lot more breathing room than people have right now, the list goes on.

I think the only killers that have some unfair benefit are Myers and Oni, who can activate their instadown abilities outside the range before basically facecamping.

And sure, I can think of other negative impacts that this could cause, as it would basically turn killershack with someone in the basement into an extremely hard loop. So, perhaps to negate that downside: killers gain double the amount of charges in bloodlust while their ability is blocked. This way, it would only take 7.5 seconds to reach bloodlust, 12.5 seconds to reach bloodlust 2 and 17.5 seconds to reach bloodlust 3. If a survivor doesnt leave the area near their hooked teammate within 40 seconds, they would join them. So killers would be incentivised to leave the hook, while survivors are incentivised to not rescue as long as the killer is nearby.

Comments

  • I just think they need to be consistent. If Artist and Twins cant use their power near the hook, why can Hag do it? It's either all can or none can.


  • @Marigoria said:

    I just think they need to be consistent. If Artist and Twins cant use their power near the hook, why can Hag do it? It's either all can or none can.

    Yeah, the bigger question would be, if Twins cant, why can Bubba? Let alone that Bubba's current power design where he can hit multiple people at the same time will ALWAYS mean he's the strongest facecamper. I guess they reasoned that Twins could camp while being somewhere else on the map, sure, but slap on Dead Lock, Ruin, NOED and Thana on Bubba after the update, and it would practically be impossible for survivors to finish all gens unless they are a 4-man SWF on comms. The most common outcome would be 1 survivor dead after about 180 seconds, 2 gens popping around 93 seconds; 3rd one blocked for some time, so you either wait 30 seconds(and Bubba will know you've wasted time) or try and work on a next one, which now means the next 2 generators pop in about 95 seconds, but another one gets blocked for 30 seconds after 1 finishes, so you can finish at most 4 gens here and either wait 30 seconds, or hope that another gen is at slightly less % that can be popped within the next 10 seconds(probably not the case, cus Ruin). Not including time to go between gens either, which would average out to another 10 seconds each. So if you can down and hook a survivor within 60 seconds(which isnt really uncommon), you can guarantee a kill and still have at least 15 seconds to walk out of the basement, but you can wait on top of the basement too, and if survivors spend any second cleansing totems, trying to rescue their teammate or placing boons, you can have up to 60 full seconds before the next gen is cleared. Giving you up to 60 seconds to hook the next survivor(who you know is probably at the blocked gen), giving you even more time to camp out another hook state(cus you can camp the most progressed generator), then "leave" if you see the final gen popping near NOED or the exitgate, slug, go back, slug, slug. There is no more DS cus the EGC changes.

    And that is assuming 4 man on comms. That is basically winning the game by standing still, against arguably the most powerful combo in the game itself.

  • You do realize... hags whole kit is literally camping one area of the map right? Honestly hag is poorly designed in general as setting up multiple traps after they've been triggered as a 110 takes FOREVER and some can just come easily by and mess up your web with no repercussions as they will usually see you place the trap and stand on the edge of the trigger zone.

  • @Brimp said:

    You do realize... hags whole kit is literally camping one area of the map right? Honestly hag is poorly designed in general as setting up multiple traps after they've been triggered as a 110 takes FOREVER and some can just come easily by and mess up your web with no repercussions as they will usually see you place the trap and stand on the edge of the trigger zone.

    Yeah, so she can set up an entire web around several hooks and push the survivor there. She would just need to exit the 16 meter radius to teleport back. It basically solves the issue of Hag camping after a hook without requiring much thought, and instead would reward a hag who has thought out her plans. It also solves the issue where survivors are forced to crouch, making it extremely easy for Hag to go back. So now, if Hag goes back for pressure, she needs to stay out of the 16 meter radius or otherwise she loses the ability to tp to her traps. And again, if there are no traps near a hook, this would be the time for Hag to be placing traps there before she picks up the survivor. The same logic is true for Trapper.

    Would it nerf the power of Hag? Yeah, I think she would drop from low s-tier to mid-a tier with this change, but MYC+devour Hag would still reign supreme and the upcoming changes would also easily compensate.

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/comment/3027672#Comment_3027672

    Yeah, so she can set up an entire web around several hooks and push the survivor there. She would just need to exit the 16 meter radius to teleport back. It basically solves the issue of Hag camping after a hook without requiring much thought, and instead would reward a hag who has thought out her plans. It also solves the issue where survivors are forced to crouch, making it extremely easy for Hag to go back. So now, if Hag goes back for pressure, she needs to stay out of the 16 meter radius or otherwise she loses the ability to tp to her traps. And again, if there are no traps near a hook, this would be the time for Hag to be placing traps there before she picks up the survivor. The same logic is true for Trapper.

    Would it nerf the power of Hag? Yeah, I think she would drop from low s-tier to mid-a tier with this change, but MYC+devour Hag would still reign supreme and the upcoming changes would also easily compensate.

    Hot take but.... hag really isnt as good as people think. Sure you have area denial but then you can have a single person watch you from a distance placing traps and just interrupting your web the entire time.

  • @Brimp said:

    https://forum.deadbydaylight.com/en/discussion/comment/3031950#Comment_3031950

    Hot take but.... hag really isnt as good as people think. Sure you have area denial but then you can have a single person watch you from a distance placing traps and just interrupting your web the entire time.

    Hag's prime strenght is in that people dont know its a hag untill its too late. But even with that in consideration, she's still very powerful in her own right. I rather face a good nurse(without the exploity addons that currently reign surpeme) than a good hag. Because a good Hag would make you second guess whether or not the loop she's pushing you to is fully trapped, if she just pushes you there to get rid of pallets or if she's bluffing so you'd go to somewhere else.

    If you do not have flashbang, flashlight or blastmine against such a hag(yes, blastmine will get rid of traps, not many, but still enough to buy time, especially on top of the stun), you better have Circle of Healing or Selfcare or you will have to sacrifice teammates.