have entity block windows to end camping

title. If you want to give survivors more protection against camping then why not also end looping by blocking windows for 5 seconds or so after a player vaults over them to give killers some frustration relief that causes camping? Make it happen inherently, I'm not talking about making this a new perk.

looping is a huge problem, especially for slower killers, and can easily buy survivors a huge amount of time with a small amount skill/map knowledge. Inherently block windows after a single vault for 5-10 seconds would prevent this, would make many killers more viable, and would end a lot of the frustration that leads to camping.

Tagged: BHVR

Comments

  • @Mandy said:

    Looping is an integral part of the game and it does take some skill which is where newer players tend to struggle.

    As a killer, you also get bloodlust plus perks to help you to shut down loops if you're struggling. I completely understand when you are new it can be hard to learn how to play around a survivor who is good at looping and learning specific tiles, there are quite a few YouTube videos out there that explains tiles in more detail and how to play them. But I can definitely say, looping is not going anywhere - chases are one of the main parts of the game.

    There's an exploit where as a survivor you can turn off bloodlust. I reported it previously and it never got fixed.

  • If someone is at a strong tile or looping extremely well you could, well, always drop chase and go for another target while waiting until the good looper is in a dead zone to catch them.

    Call me crazy but I don't really see the point of giving survivors time to finish all the gens and bug out because I decided for some reason that I need to catch a good looper at the strongest tile imaginable.

  • @sulaiman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3027469#Comment_3027469

    Stealth is heavily nerfed by the map reworks, you want to nerf looping more than already planed, and pallets are only good once, in the beginning of the match. without looping or any way to conserve them, they are gone fast and then there is no protection anymore.

    Since solo survivors can not coordinate well enough in most cases, how do you expect them to be able to win? (if you agree with me that the possibility should exist in the first place, maybe you are not).

    i would be very interested in your thoughts on this, and this has to include killers like blight which you cant just escape with holding shift + w.

    (and just to make it clear, i am a solo survivor main that does play both sides, and i dislike looping in both roles. To me, its the most boring aspect of the game. as survivor, i prever stealth, because making the killer lose you in a chase is much more satisfying for me, however with map reworks there are very few options left to do that, and with the iron will nerf it becomes harder again. so i see that looping is needed, since there is nearly nothing left for solo survivors).

    A huge part of the balancing issue is that there are two groups of people that play this game: you have small parties or solo players and 4 man groups. The difference of capability between these two is so massive that the devs cant balance around them both. If they make a buff for solo players it will usually translate to a massive buff for a 4swf which already holds a massive advantage over most killers. The answer to this can only be to increase the communication available for solo/small groups, voice chat should be the first thing they implement

    To be honest my original post was only made as a response to the bt problem i foresee in the future. As a whole i dont think looping is so bad that it needs to be artificially removed and id rather it not be. Gameplay is best when you are not forced to play in a specific way, but i do think the upcoming changes will make this game even more frustrating for killers and something will have to be done so they stand a chance against 4swf

    A better, more natural, solution to this problem would be for the devs to recognize looping areas in all of the maps and alter them to make it a bit harder than it currently is to draw out a chase, remove pallets in some areas and add them in others. I would also like for the contents of maps to be more randomized than they are.

    The space between hooks on some maps is also easily abused by survivors and needs to be fixed.

    And these are just a few problems. Balancing this game for every killer is probably impossible, but more than half the killer roster can easily be looped and abused by 4swf. These are usually the lesser played killers and would need to be reworked to compensate, but then their kill % will increase for solo queues so again - before any other changes the moat important thing should be adding communication methods for solo queue

  • I actually disagee about the communication for solo, because it would only solve one of the problems solo queue has compared to swf. People not playing in a team is another one, as well as some people having their own agendas, be it challenges, bp - and thus, hook - farming, or just want to screw people over.

    I think seperating solo queue and swf queue would be the right way to go, while balancing both for the task at hand. Meaning killers can get nerfed if they so to the solo queue, but buffed if they choose to face swf-teams (compared to the now-standard). That would make fairer games all along.

    Sure, balancing maps would be great, but i doubt you can, especially if you want a)better placement of things like pallets, but b) more random maps...

    So, but we don´t have different queues for solos, and we dont have balanced maps, so your main take is screw the solos because swf is too strong, do i get that right?

  • @TheLastHook said:

    https://forum.deadbydaylight.com/en/discussion/comment/3027553#Comment_3027553

    "Maybe because tunneling is unhealthy for the game while looping isn't?"

    hahahhahahahahahahahaha

    tunneling is unhealthy i mean sure its a strategy but you have perks that make it so you dont have to tunnel to be viable... infact you have perks that discourage tunneling and camping on both sides... How is looping unhealthy? like thats what your suppose to do as a survivor but sure you hate dbd i guess probably wants the game to die out(its a joke dont get mad)... So in your perfect world a good survivors holds W on a flat and long line while the killer does the same ;)

  • To truely stop camping make it so the Entity blocks unhooking when the killer is more than 32 meters from the hook. That way the killer is incentivise leaving the hook.

  • @Mr_K said:

    To truely stop camping make it so the Entity blocks unhooking when the killer is more than 32 meters from the hook. That way the killer is incentivise leaving the hook.

    Huh? Do you mean blocks unhooking unless the killer is 32 or more meters away from the hook? And presumably the hook timer is paused or something?

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/3029894#Comment_3029894

    Huh? Do you mean blocks unhooking unless the killer is 32 or more meters away from the hook? And presumably the hook timer is paused or something?

    Nope, meant what was stated.

    😈

  • @DBDVulture said:

    https://forum.deadbydaylight.com/en/discussion/comment/3029223#Comment_3029223

    There's an exploit where as a survivor you can turn off bloodlust. I reported it previously and it never got fixed.

    How so?

  • @sulaiman said:

    I actually disagee about the communication for solo, because it would only solve one of the problems solo queue has compared to swf. People not playing in a team is another one, as well as some people having their own agendas, be it challenges, bp - and thus, hook - farming, or just want to screw people over.

    I think seperating solo queue and swf queue would be the right way to go, while balancing both for the task at hand. Meaning killers can get nerfed if they so to the solo queue, but buffed if they choose to face swf-teams (compared to the now-standard). That would make fairer games all along.

    Sure, balancing maps would be great, but i doubt you can, especially if you want a)better placement of things like pallets, but b) more random maps...

    So, but we don´t have different queues for solos, and we dont have balanced maps, so your main take is screw the solos because swf is too strong, do i get that right?

    separating the two would not work because no killer wants to play against 4swf, they would all choose solo queue.

    Increased communication would not fix every problem, but it would at least give survivors the potential to play in harmony and increase their survival rate if they choose to use it. If the game was balanced around teams using a system like this together instead of just solo queue 4 swf would still be overpowered but not by as much.

    making the maps truly random while maintaining balance would be unrealistic. It would be better to have 20+ unique versions of each map handcrafted by the devs and randomly chosen. Moving the pallets wouldn't be enough, it would require moving buildings/ruins around as well. For some maps this would be more difficult than others obviously.

    Killers with high MMR get 4swf very frequently and it actually kind of ruins the experience because 4swf can be almost unbeatable a lot of times. I don't want to screw over solo players obviously but there must be a way to nerf 4swf while also making games somewhat fair for solos. There are plenty of ways to do this - they could just increase gen repair time for teams that have have more people playing together for example. Honestly that wouldn't be enough, but it would be a start - but it would also require balancing because you don't want to discourage people from playing together either.

  • @Mr_K said:

    To truely stop camping make it so the Entity blocks unhooking when the killer is more than 32 meters from the hook. That way the killer is incentivise leaving the hook.

    That would never work because killers with high mobility (Nurse, Blight, Dredge, etc.) could just get straight back to the hook in a matter of seconds.

  • Tell me you're a killer main who camps because you can't loop tiles without saying you're a killer main who camps because you can't loop tiles XD

  • @malloymk said:

    Just start all four survivors on hooks.

    F* it!!!! Lets do it. I'd really like to see this put into place, only to see posts saying "struggle states take way too long causing killers to want to DC and get no bloodpoints" then in the posts:

    Title... the time it takes for survivors on hook to die takes way too long and because of this, I end up getting impatient, DC and get no bp which is unfair... BHVR has been survivor sided for a long time and it shows...

  • @akaTheBARON said:

    https://forum.deadbydaylight.com/en/discussion/comment/3027495#Comment_3027495

    F* it!!!! Lets do it. I'd really like to see this put into place, only to see posts saying "struggle states take way too long causing killers to want to DC and get no bloodpoints" then in the posts:

    Title... the time it takes for survivors on hook to die takes way too long and because of this, I end up getting impatient, DC and get no bp which is unfair... BHVR has been survivor sided for a long time and it shows...

    It definitely feels like killers feel this way. It's really outrageous some of the takes I read on here. Meanwhile I do fine as killer and I play while I'm on my treadmill. Yeah, I lose sometimes and some of those games can be frustrating, but most games I get at least 3. And I rarely play as nurse or blight.

  • @akaTheBARON said:

    Tell me you're a killer main who camps because you can't loop tiles without saying you're a killer main who camps because you can't loop tiles XD

    a medium skill survivor can loop m1 killers better than it is possible to chase on those tiles. You don't realize that is how the game works though do you?


    And then a killer like Nemesis, PH, Plague who are a huge step up from M1 can once again be looped by high tier MMR players beyond what it is possible for the killer to hande - purely as a function of game mechanics.


    But only the very top 1% of players can do much of anything against Blight and Nurse because those two killers change how a chase works. Those two killers are required to make a mistake for them to not hit you. Every other killer in the game requires the survivor to make one or two mistakes to score a hit.

  • @DBDVulture said:

    https://forum.deadbydaylight.com/en/discussion/comment/3030281#Comment_3030281

    a medium skill survivor can loop m1 killers better than it is possible to chase on those tiles. You don't realize that is how the game works though do you?

    And then a killer like Nemesis, PH, Plague who are a huge step up from M1 can once again be looped by high tier MMR players beyond what it is possible for the killer to hande - purely as a function of game mechanics.

    But only the very top 1% of players can do much of anything against Blight and Nurse because those two killers change how a chase works. Those two killers are required to make a mistake for them to not hit you. Every other killer in the game requires the survivor to make one or two mistakes to score a hit.

    Sounds like "buff the game for killers bc I play killer" logic. Killers have to learn to loop too, its that simple. I play both sides, I learn both sides (shrugs) but maybe I'm just BELT DEFFRENT XD

  • @sonata93 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3029894#Comment_3029894

    That would never work because killers with high mobility (Nurse, Blight, Dredge, etc.) could just get straight back to the hook in a matter of seconds.

    😁 why would they?

  • @Avocium said:

    https://forum.deadbydaylight.com/en/discussion/comment/3029648#Comment_3029648

    separating the two would not work because no killer wants to play against 4swf, they would all choose solo queue.

    Increased communication would not fix every problem, but it would at least give survivors the potential to play in harmony and increase their survival rate if they choose to use it. If the game was balanced around teams using a system like this together instead of just solo queue 4 swf would still be overpowered but not by as much.

    making the maps truly random while maintaining balance would be unrealistic. It would be better to have 20+ unique versions of each map handcrafted by the devs and randomly chosen. Moving the pallets wouldn't be enough, it would require moving buildings/ruins around as well. For some maps this would be more difficult than others obviously.

    Killers with high MMR get 4swf very frequently and it actually kind of ruins the experience because 4swf can be almost unbeatable a lot of times. I don't want to screw over solo players obviously but there must be a way to nerf 4swf while also making games somewhat fair for solos. There are plenty of ways to do this - they could just increase gen repair time for teams that have have more people playing together for example. Honestly that wouldn't be enough, but it would be a start - but it would also require balancing because you don't want to discourage people from playing together either.

    i often read the claim killer would just choose solo queue, but i dont understand why.

    Remember, my idea means that both queues are balanced seperatly to make both forms equaly fair, so in solo queue, the killer is much weaker than in swf queue, where they would be way stronger to compensate for the swf.

    So, if a killer would have to choose between 2 equally fair matches, with the same chances of winning or losing, why do you thing he would only choose one of them? Just give me a reason that doesnt ignore the sepereate balancing.

  • @Mandy said:

    Looping is an integral part of the game and it does take some skill which is where newer players tend to struggle.

    As a killer, you also get bloodlust plus perks to help you to shut down loops if you're struggling. I completely understand when you are new it can be hard to learn how to play around a survivor who is good at looping and learning specific tiles, there are quite a few YouTube videos out there that explains tiles in more detail and how to play them. But I can definitely say, looping is not going anywhere - chases are one of the main parts of the game.

    Looping isn't going anywhere.....darn...and here I had so much hope that it would change.

  • @FlameGNG said:

    https://forum.deadbydaylight.com/en/discussion/comment/3028499#Comment_3028499

    tunneling is unhealthy i mean sure its a strategy but you have perks that make it so you dont have to tunnel to be viable... infact you have perks that discourage tunneling and camping on both sides... How is looping unhealthy? like thats what your suppose to do as a survivor but sure you hate dbd i guess probably wants the game to die out(its a joke dont get mad)... So in your perfect world a good survivors holds W on a flat and long line while the killer does the same ;)

    in the world you are describing 2 gens pop while the 1st Survivor presses W and you chase him by the time it´s hooked. In your ideal Survivor world you can loop a tree or a random rock forever and then go from pallet to pallet without even having to reason about it.


    Fact is, there is no such thing as tunneling, your goal as Killer is to kill 4 people in the match and the order does not matter.

  • @sulaiman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3030089#Comment_3030089

    i often read the claim killer would just choose solo queue, but i dont understand why.

    Remember, my idea means that both queues are balanced seperatly to make both forms equaly fair, so in solo queue, the killer is much weaker than in swf queue, where they would be way stronger to compensate for the swf.

    So, if a killer would have to choose between 2 equally fair matches, with the same chances of winning or losing, why do you thing he would only choose one of them? Just give me a reason that doesnt ignore the sepereate balancing.

    if they're balanced then it would be fine, but why wouldn't people just divide into 3 man groups instead of 4 man in that case to get into solo queue? or duo?

  • because they cant. swf is swf. Solos can opt to play in the swf-queue (maybe for some bp-incentive, maybe because they like it), but even 3 or duo-swf cant play in solo queue.

    duo is not a problem, because you end up with 2 swf, the 3-1 combination is the only one that might need some help.

  • @Mandy said:

    Looping is an integral part of the game and it does take some skill which is where newer players tend to struggle.

    As a killer, you also get bloodlust plus perks to help you to shut down loops if you're struggling. I completely understand when you are new it can be hard to learn how to play around a survivor who is good at looping and learning specific tiles, there are quite a few YouTube videos out there that explains tiles in more detail and how to play them. But I can definitely say, looping is not going anywhere - chases are one of the main parts of the game.

    lol she called you a noob

  • killers in general need a way to deal with windows in basekit way, must tiles are braindead

  • @TheLastHook said:

    https://forum.deadbydaylight.com/en/discussion/comment/3029670#Comment_3029670

    in the world you are describing 2 gens pop while the 1st Survivor presses W and you chase him by the time it´s hooked. In your ideal Survivor world you can loop a tree or a random rock forever and then go from pallet to pallet without even having to reason about it.

    Fact is, there is no such thing as tunneling, your goal as Killer is to kill 4 people in the match and the order does not matter.

    Tunneling know in the community is where a killer goes out of their way to kill one survivors... Even if teammates body blocks or takes downs for you... Your literally saying that looping is unhealthy for the game... ITS THE FU****G INTENDED WAY!!!!!!! Tunneling isn't really intended and therefore survivors are given perks to prevent tunneling becuase well if you tunnel someone its a guaranteed win unless your new to the game like you can literally get someone out 3 minutes into the game then you have 2 or 0 people working on gens... Never said tunneling was wrong all i said is that ITS NOT INTENDED... No matter where you look there are NO PERKS NO POWERS that suggests you to tunnel someone out... There are even perks on both killer and survivor that favours not tunneling... You need to wash your eyes and read the damn comment instead of making up hocus pocus things...

    Tunneling is a thing, camping is a thing genrushing is not a thing if you ask me... or well kinda depends if everyone brings BNP, overzealous, prove thyself, resilience and other gen perks i can meet you in the middle and call that gen rushing but doing gens is not genrushing... Same as downing someone twice in a row isnt tunneling...

    But sure give me 3 reasons why looping is unhealthy and should be removed this would make you have to hold W instead which you said i wanted for some reason when you literally want to remove the only thing survivors can do to avoid the killer xd

  • @FlameGNG said:

    https://forum.deadbydaylight.com/en/discussion/comment/3030770#Comment_3030770

    Tunneling know in the community is where a killer goes out of their way to kill one survivors... Even if teammates body blocks or takes downs for you... Your literally saying that looping is unhealthy for the game... ITS THE FU****G INTENDED WAY!!!!!!! Tunneling isn't really intended and therefore survivors are given perks to prevent tunneling becuase well if you tunnel someone its a guaranteed win unless your new to the game like you can literally get someone out 3 minutes into the game then you have 2 or 0 people working on gens... Never said tunneling was wrong all i said is that ITS NOT INTENDED... No matter where you look there are NO PERKS NO POWERS that suggests you to tunnel someone out... There are even perks on both killer and survivor that favours not tunneling... You need to wash your eyes and read the damn comment instead of making up hocus pocus things...

    Tunneling is a thing, camping is a thing genrushing is not a thing if you ask me... or well kinda depends if everyone brings BNP, overzealous, prove thyself, resilience and other gen perks i can meet you in the middle and call that gen rushing but doing gens is not genrushing... Same as downing someone twice in a row isnt tunneling...

    But sure give me 3 reasons why looping is unhealthy and should be removed this would make you have to hold W instead which you said i wanted for some reason when you literally want to remove the only thing survivors can do to avoid the killer xd

    "But sure give me 3 reasons why looping is unhealthy"


    - Survivors taunt Killers that way pallet+flashlight (making waste nearly a gen per safeloop and pallet). Toxic.

    - Killer is meant to be the power role, extreme looping and pallets makes it impossible to apply pressure on generators in large maps. Unhealthy.

    - Too many second chance perks for looping to be so easy and powerful, again, 4vs1 with four powerroles against a poor Killer. Unhealthy.

1 2 ›