Temporary Solutions for Camping, Tunneling, and the Solo Survivor v Survive with Friends Gap

ModernFable

Behavior Interactive

Dead by Daylight

24 July 2022

Temporary Solutions for Camping, Tunneling, and the Solo Survivor v Survive with Friends Gap

Lengthy discussions are often ignored; as such the purpose, detailed reasoning, and explanations of individual changes will be kept to a minimum for the sake of brevity. Moving on, Camping, tunneling, and the ever growing gap between solo survivor (SS) and survive with friends (SWF) game-play are notable sources of frustration in Dead by Daylight; the following changes are intending to address these annoyances with temporary, but quickly applicable solutions.

Having said that, camping as well as the gap between SS and SWF can be neatly handled together. The first action will be pausing the entity progression of a hooked survivor if a killer is within sixteen meters of the hook (disabled if: the exit gates are powered, the killer enters chase, or another survivor enters the range). Additionally, if a survivor is on hook, all survivors auras become revealed to all survivors. Tunneling can be dealt with by applying a short (perhaps twenty second) grace period where after being unhooked, being picked up by the killer will result in a four second stun (disabled if: the exit gates are powered or performing a Conspicuous Action).

Comments

  • @Nazzzak said:

    Basekit kindred would be good, and your first point could be something to look at if they ever decide to rework Kinship. The latter point isn't necessary imo, they can just rework DS to 4 seconds in that case.

    I can't see them changing game mechanics to address the issues, but I can see them adding or reworking survivor perks to deal with it. Much like they added a new perk for killers that enabled them to destroy boons. That way survivors have an *option* to counter these strats, and killers take a risk in relying on them.

    @Nazzzak

    Addressing issues through perks i.e. Kindred, Borrowed Time, Decisive Strike, Buckle Up, Corrupt Intervention, etc. etc. has been Behavior's plan of action for years, and it has not been successful. There needs to be new base mechanics to solve base game issues.

  • Unfortunately, if survivors are going for a hook save and the killer wasn't face camping and comes back, now they are unable to get a kill they deserve. They shouldn't be punished just because they are in range of the hook. There are literally perks that help with camping, but nobody is using them. Kinship for starters. Start using different perks people.

  • @ModernFable said:

    ModernFable

    Behavior Interactive

    Dead by Daylight

    24 July 2022

    Temporary Solutions for Camping, Tunneling, and the Solo Survivor v Survive with Friends Gap

    Lengthy discussions are often ignored; as such the purpose, detailed reasoning, and explanations of individual changes will be kept to a minimum for the sake of brevity. Moving on, Camping, tunneling, and the ever growing gap between solo survivor (SS) and survive with friends (SWF) game-play are notable sources of frustration in Dead by Daylight; the following changes are intending to address these annoyances with temporary, but quickly applicable solutions.

    Having said that, camping as well as the gap between SS and SWF can be neatly handled together. The first action will be pausing the entity progression of a hooked survivor if a killer is within sixteen meters of the hook (disabled if: the exit gates are powered, the killer enters chase, or another survivor enters the range). Additionally, if a survivor is on hook, all survivors auras become revealed to all survivors. Tunneling can be dealt with by applying a short (perhaps twenty second) grace period where after being unhooked, being picked up by the killer will result in a four second stun (disabled if: the exit gates are powered or performing a Conspicuous Action).

    Bro tunneling and camping is a way to win and most of the time the only way if survivors are good. Its like i would say killer should see all survivors for 30 sec if 2 gens are done without a 20sec pause after the first gen. Its just stupid.

  • Instead of attempting to address concerns introduced/worsened in 6.1.0, they reverted on the intended changes 6.1.0 i.e. increasing perk variety by nerfing perks or perk interactions.

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