Why camping/tunneling happens and how to decrease it fairly

So first off this is just an idea so don't judge it based on numbers since those can be changed to be more blanced. Mainly post your opinion on how would you like to see some similliar mechanic added to the game.

So to the first topic, why camping/tunneling happens. The way I see it is that these tactics are used to help killer better manage survivors since getting one of them out of the game asap while there are still enough gens left will mostly lead to a 4k for the killer. If there was some reason to not kill once hooked surviors maybe then killers would be more willing to not tunnel. Problem lies in that unhhoked survivors are the same threat towards gens as not hooked ones while beiing easier to kill.

So I propose new status effect that could lessen camping and tunneling. It could be named Fear of death. (FoD)

-Once survivor is unhhooked he'll be affected by FoD for next 2,5 minuts.
-Survivors affected by FoD first time suffer from lowered gen repair speed by 20% for the duration.
-Survivors affected by FoD first time have their movement speed increased by 4% for the duraion.
-Survivors affected by FoD second time suffer from lowered gen repair speed by 40% for the duration.
-Survivors affected by FoD second time have their movement speed increased by 8% for the duraion.
-Powering exit gates disables all effects of FoD.

Numbers are a bit drastic but I wanted it to be impactfull so that it affects peoples gameplay. So tell me if you like/don't like it (I'd apriciated if you said why) or post additional effect FoD could have and if lots of you will like it maybe devs will notice and impliment something simmiliar.

Comments

  • I think they should add a tally mark next to the player's name if they have been hooked. So the killer doesn't have to memorize if the player has been hooked, or what hook stage they were on.
    As for your idea, I think killers would just abuse it and still tunnel (having an easier target.) The survivors effected by "FoD" wouldn't want to do gens anyways because of how much extra time it would take them.
  • @JanTheMan said:
    I think they should add a tally mark next to the player's name if they have been hooked. So the killer doesn't have to memorize if the player has been hooked, or what hook stage they were on.
    As for your idea, I think killers would just abuse it and still tunnel (having an easier target.) The survivors effected by "FoD" wouldn't want to do gens anyways because of how much extra time it would take them.

    Tottaly agree with the part about showing hook progress after unhoking.

    They could still tunnel but it wouldn't be easier since survivors would be far more faster for those 2.5 min. If the do then they are wasting their part of FoD since by chasing the survivor their debuff doesn't affect them since they can't do gens but they are still 4 or 8% faster making them really hard to catch. I don'T know if you ever chased survivor using active hope but they are really fast.
    And yes the idea is that survivors either wouldn't do gens or would do them really slowly. Killers main threat are survivors who do gens so this would promote them to chase down and hooks as many survivors who haven't been hooked yet thus avoiding tunneling but still getting rewared with more time for their game.

  • @Kebek said:
    So first off this is just an idea so don't judge it based on numbers since those can be changed to be more blanced. Mainly post your opinion on how would you like to see some similliar mechanic added to the game.

    So to the first topic, why camping/tunneling happens. The way I see it is that these tactics are used to help killer better manage survivors since getting one of them out of the game asap while there are still enough gens left will mostly lead to a 4k for the killer. If there was some reason to not kill once hooked surviors maybe then killers would be more willing to not tunnel. Problem lies in that unhhoked survivors are the same threat towards gens as not hooked ones while beiing easier to kill.

    So I propose new status effect that could lessen camping and tunneling. It could be named Fear of death. (FoD)

    -Once survivor is unhhooked he'll be affected by FoD for next 2,5 minuts.
    -Survivors affected by FoD first time suffer from lowered gen repair speed by 20% for the duration.
    -Survivors affected by FoD first time have their movement speed increased by 4% for the duraion.
    -Survivors affected by FoD second time suffer from lowered gen repair speed by 40% for the duration.
    -Survivors affected by FoD second time have their movement speed increased by 8% for the duraion.
    -Powering exit gates disables all effects of FoD.

    Numbers are a bit drastic but I wanted it to be impactfull so that it affects peoples gameplay. So tell me if you like/don't like it (I'd apriciated if you said why) or post additional effect FoD could have and if lots of you will like it maybe devs will notice and impliment something simmiliar.

    Truetalent has suggested a similar idea, but the "FoD" was only given out for fresh hooks and affected the whole team.
    He got trashtalked for being a camping killer, do you see the irony?

    But lets be real here, this would result in a survivor nerf and survivors want the killer to be punished for camping/tunneling, they dont want rewards for not-tunneling/not-camping.

  • @Master said:

    @Kebek said:
    So first off this is just an idea so don't judge it based on numbers since those can be changed to be more blanced. Mainly post your opinion on how would you like to see some similliar mechanic added to the game.

    So to the first topic, why camping/tunneling happens. The way I see it is that these tactics are used to help killer better manage survivors since getting one of them out of the game asap while there are still enough gens left will mostly lead to a 4k for the killer. If there was some reason to not kill once hooked surviors maybe then killers would be more willing to not tunnel. Problem lies in that unhhoked survivors are the same threat towards gens as not hooked ones while beiing easier to kill.

    So I propose new status effect that could lessen camping and tunneling. It could be named Fear of death. (FoD)

    -Once survivor is unhhooked he'll be affected by FoD for next 2,5 minuts.
    -Survivors affected by FoD first time suffer from lowered gen repair speed by 20% for the duration.
    -Survivors affected by FoD first time have their movement speed increased by 4% for the duraion.
    -Survivors affected by FoD second time suffer from lowered gen repair speed by 40% for the duration.
    -Survivors affected by FoD second time have their movement speed increased by 8% for the duraion.
    -Powering exit gates disables all effects of FoD.

    Numbers are a bit drastic but I wanted it to be impactfull so that it affects peoples gameplay. So tell me if you like/don't like it (I'd apriciated if you said why) or post additional effect FoD could have and if lots of you will like it maybe devs will notice and impliment something simmiliar.

    Truetalent has suggested a similar idea, but the "FoD" was only given out for fresh hooks and affected the whole team.
    He got trashtalked for being a camping killer, do you see the irony?

    But lets be real here, this would result in a survivor nerf and survivors want the killer to be punished for camping/tunneling, they dont want rewards for not-tunneling/not-camping.

    He did ? Well that's good, even when he's off with some things he mostly has pretty good idea about DBDs balance.
    I don't agree with affecting whole team since punish survivors for mistakes they haven't done isn't good way about balancing.
    Yeah there always are whining survivors who don't want any changes done unless it's pure buffs but noone should listen to those. Devs seems to be going the right way about balancing last few months so I hope they'll notice this and hopefully take something out of it.

  • @Kebek said:

    @Master said:

    @Kebek said:
    So first off this is just an idea so don't judge it based on numbers since those can be changed to be more blanced. Mainly post your opinion on how would you like to see some similliar mechanic added to the game.

    So to the first topic, why camping/tunneling happens. The way I see it is that these tactics are used to help killer better manage survivors since getting one of them out of the game asap while there are still enough gens left will mostly lead to a 4k for the killer. If there was some reason to not kill once hooked surviors maybe then killers would be more willing to not tunnel. Problem lies in that unhhoked survivors are the same threat towards gens as not hooked ones while beiing easier to kill.

    So I propose new status effect that could lessen camping and tunneling. It could be named Fear of death. (FoD)

    -Once survivor is unhhooked he'll be affected by FoD for next 2,5 minuts.
    -Survivors affected by FoD first time suffer from lowered gen repair speed by 20% for the duration.
    -Survivors affected by FoD first time have their movement speed increased by 4% for the duraion.
    -Survivors affected by FoD second time suffer from lowered gen repair speed by 40% for the duration.
    -Survivors affected by FoD second time have their movement speed increased by 8% for the duraion.
    -Powering exit gates disables all effects of FoD.

    Numbers are a bit drastic but I wanted it to be impactfull so that it affects peoples gameplay. So tell me if you like/don't like it (I'd apriciated if you said why) or post additional effect FoD could have and if lots of you will like it maybe devs will notice and impliment something simmiliar.

    Truetalent has suggested a similar idea, but the "FoD" was only given out for fresh hooks and affected the whole team.
    He got trashtalked for being a camping killer, do you see the irony?

    But lets be real here, this would result in a survivor nerf and survivors want the killer to be punished for camping/tunneling, they dont want rewards for not-tunneling/not-camping.

    He did ? Well that's good, even when he's off with some things he mostly has pretty good idea about DBDs balance.
    I don't agree with affecting whole team since punish survivors for mistakes they haven't done isn't good way about balancing.
    Yeah there always are whining survivors who don't want any changes done unless it's pure buffs but noone should listen to those. Devs seems to be going the right way about balancing last few months so I hope they'll notice this and hopefully take something out of it.

    I just saw that you are suggesting to increase the movement speed, must have missed that before.
    Thats absolutely a no-go, you would be unable to catch them again. (In fact your suggestion would be an insane survivor buff, not a nerf^^)

    And just to put your numbers into relation. If you increase the movement speed of a survivro by 8%, then this means that the movement speed difference to huntress or hag is 20% compared to before, i.e. they need 5 times longer to catch up and here I didnt even take into account the different sized hitboxes that play an important role when looping too

  • JanTheMan said:
    I think they should add a tally mark next to the player's name if they have been hooked. So the killer doesn't have to memorize if the player has been hooked, or what hook stage they were on.
    As for your idea, I think killers would just abuse it and still tunnel (having an easier target.) The survivors effected by "FoD" wouldn't want to do gens anyways because of how much extra time it would take them.
    The tally idea is an excellent idea.
  • I think the killershould get a bloodpoints multiplier every time he hooks a different survivor, with the multiplier disappearing if the killer stays within 10 meters of the hook for 10 seconds, as well as if they hook the same survivor twice. 

    Like a built in, aura free BBQ and chili meant to simply incentivize the killer to loosen up a little and focus on the bloodpoints instead of those trashy tryhards. 
  • @DarkWo1f997 said:
    I think the killershould get a bloodpoints multiplier every time he hooks a different survivor, with the multiplier disappearing if the killer stays within 10 meters of the hook for 10 seconds, as well as if they hook the same survivor twice. 

    Like a built in, aura free BBQ and chili meant to simply incentivize the killer to loosen up a little and focus on the bloodpoints instead of those trashy tryhards. 

    It's not bad to play to win. If you just want to farm BP without any real challenge, what's the point of playing?

  • I think the killershould get a bloodpoints multiplier every time he hooks a different survivor, with the multiplier disappearing if the killer stays within 10 meters of the hook for 10 seconds, as well as if they hook the same survivor twice. 

    Like a built in, aura free BBQ and chili meant to simply incentivize the killer to loosen up a little and focus on the bloodpoints instead of those trashy tryhards. 
    So saying S1 = survivor 1, S2 = survivor 2 etc

    He could hook like this..

    S1 > S2 > S4 > S2 > S3 > S4 > S1 > S1

    And they would gain a bonus multiplayer, which increases each time?

    So that combo would end at 7 since he hooked S1 twice in a row.

    That would be interesting. I don't think it would do much to stop campers since they only care about winning and not points.

    But it would perhaps incentivize other killers to tunnel less if they weren't feeling pressure.

    Double XP weekends have shown us that killers are willing to let all 4 survivors walk out if the exit gates as long as they get a lot of BP.

    I think this kind of combo scoring system would be good for those people who like to go for scoring, and might make it a little more interesting for the rank 1 streamers who say they find the game too easy.

    I know to cut out the grind I'd definitely try to get my combo multiplayer as high as possible.
  •  DarkWo1f997 said:
    I think the killershould get a bloodpoints multiplier every time he hooks a different survivor, with the multiplier disappearing if the killer stays within 10 meters of the hook for 10 seconds, as well as if they hook the same survivor twice. 

    Like a built in, aura free BBQ and chili meant to simply incentivize the killer to loosen up a little and focus on the bloodpoints instead of those trashy tryhards. 
    In theory it sounds great, but in practice it seems like it would be hell to do.

    There's almost always that 1 person that wants to distract you from the rest, and wants you to chase them, and insists on being the biggest pain.

    Then there's people that play to as far away from the killer that you may not see for most of the trial.

  • Nothing will ever prevent killers from camping.

    The core issue is that chases are too stressful for some killers and they don't want to put up with it. The game experience improves for them when they get their first survivor on the hook because they are not in the chase anymore and start to chill beside the hooked survivor. Gen rushing and other ways to deal with this doesn't affect them at all. They already accepted defeat, and even if you gen rush them, they will accept the lose and do the same thing in the next match.

    As long as they remain as average or below average killers, they will never stop camping. This is why they hate the new borrowed time since regardless of their will, chases will either start or they will get the unhooker and reset the camping. It means that with gen rush, all 4 can escape, the nightmare of all campers, not even being able to properly camp the survivor and get ridiculed.

  • @Master said:

    @Kebek said:

    @Master said:

    @Kebek said:
    So first off this is just an idea so don't judge it based on numbers since those can be changed to be more blanced. Mainly post your opinion on how would you like to see some similliar mechanic added to the game.

    So to the first topic, why camping/tunneling happens. The way I see it is that these tactics are used to help killer better manage survivors since getting one of them out of the game asap while there are still enough gens left will mostly lead to a 4k for the killer. If there was some reason to not kill once hooked surviors maybe then killers would be more willing to not tunnel. Problem lies in that unhhoked survivors are the same threat towards gens as not hooked ones while beiing easier to kill.

    So I propose new status effect that could lessen camping and tunneling. It could be named Fear of death. (FoD)

    -Once survivor is unhhooked he'll be affected by FoD for next 2,5 minuts.
    -Survivors affected by FoD first time suffer from lowered gen repair speed by 20% for the duration.
    -Survivors affected by FoD first time have their movement speed increased by 4% for the duraion.
    -Survivors affected by FoD second time suffer from lowered gen repair speed by 40% for the duration.
    -Survivors affected by FoD second time have their movement speed increased by 8% for the duraion.
    -Powering exit gates disables all effects of FoD.

    Numbers are a bit drastic but I wanted it to be impactfull so that it affects peoples gameplay. So tell me if you like/don't like it (I'd apriciated if you said why) or post additional effect FoD could have and if lots of you will like it maybe devs will notice and impliment something simmiliar.

    Truetalent has suggested a similar idea, but the "FoD" was only given out for fresh hooks and affected the whole team.
    He got trashtalked for being a camping killer, do you see the irony?

    But lets be real here, this would result in a survivor nerf and survivors want the killer to be punished for camping/tunneling, they dont want rewards for not-tunneling/not-camping.

    He did ? Well that's good, even when he's off with some things he mostly has pretty good idea about DBDs balance.
    I don't agree with affecting whole team since punish survivors for mistakes they haven't done isn't good way about balancing.
    Yeah there always are whining survivors who don't want any changes done unless it's pure buffs but noone should listen to those. Devs seems to be going the right way about balancing last few months so I hope they'll notice this and hopefully take something out of it.

    I just saw that you are suggesting to increase the movement speed, must have missed that before.
    Thats absolutely a no-go, you would be unable to catch them again. (In fact your suggestion would be an insane survivor buff, not a nerf^^)

    And just to put your numbers into relation. If you increase the movement speed of a survivro by 8%, then this means that the movement speed difference to huntress or hag is 20% compared to before, i.e. they need 5 times longer to catch up and here I didnt even take into account the different sized hitboxes that play an important role when looping too

    As I said numbers I set are really high to make it feel impactfull. The idea wasn't to nerf survivors or buff killer but to increase game lenght for both sides while making it fair for both too. Killers will get more time to chase other survivors while unhooked survivors are so fast that the chance of killer going for them, insted of someone else, is quite small. Yes it would be very hard to catch unhooked survivors but what else way is there to discourage killers from focusing on just one if not making it harder to catch them.

    Also those effects last only for 2,5 min and survivor affected by them is really hard to catch but can't really do gens. If killer spreads the damgage between several survivors then he's stalling the game for quite a while. I don't really know if it would solve anything but it would be lovely to see devs experiment a little. They don't have to make it right on the first try but it's certainly better to do at least something if they don't want to add side objectives.

  • @Delfador said:
    Nothing will ever prevent killers from camping.

    The core issue is that chases are too stressful for some killers and they don't want to put up with it. The game experience improves for them when they get their first survivor on the hook because they are not in the chase anymore and start to chill beside the hooked survivor. Gen rushing and other ways to deal with this doesn't affect them at all. They already accepted defeat, and even if you gen rush them, they will accept the lose and do the same thing in the next match.

    As long as they remain as average or below average killers, they will never stop camping. This is why they hate the new borrowed time since regardless of their will, chases will either start or they will get the unhooker and reset the camping. It means that with gen rush, all 4 can escape, the nightmare of all campers, not even being able to properly camp the survivor and get ridiculed.

    Well you can't really talk for everyone. I'd say many killers actually do enjoy chases quite a bit and would love to get rewared for playing the fun way for both sides.
    Ofcourse I don't want to prevent camping or tunneling just to add more tools for other playstyles to have other viable strategies except these two.
    Mediocre killers don't really know how the game works so they aren't the group the game should be balanced around. I think even them would welcome some simillar changes as I'm suggesting.

  • @Kebek said:

    @Master said:

    @Kebek said:

    @Master said:

    @Kebek said:
    So first off this is just an idea so don't judge it based on numbers since those can be changed to be more blanced. Mainly post your opinion on how would you like to see some similliar mechanic added to the game.

    So to the first topic, why camping/tunneling happens. The way I see it is that these tactics are used to help killer better manage survivors since getting one of them out of the game asap while there are still enough gens left will mostly lead to a 4k for the killer. If there was some reason to not kill once hooked surviors maybe then killers would be more willing to not tunnel. Problem lies in that unhhoked survivors are the same threat towards gens as not hooked ones while beiing easier to kill.

    So I propose new status effect that could lessen camping and tunneling. It could be named Fear of death. (FoD)

    -Once survivor is unhhooked he'll be affected by FoD for next 2,5 minuts.
    -Survivors affected by FoD first time suffer from lowered gen repair speed by 20% for the duration.
    -Survivors affected by FoD first time have their movement speed increased by 4% for the duraion.
    -Survivors affected by FoD second time suffer from lowered gen repair speed by 40% for the duration.
    -Survivors affected by FoD second time have their movement speed increased by 8% for the duraion.
    -Powering exit gates disables all effects of FoD.

    Numbers are a bit drastic but I wanted it to be impactfull so that it affects peoples gameplay. So tell me if you like/don't like it (I'd apriciated if you said why) or post additional effect FoD could have and if lots of you will like it maybe devs will notice and impliment something simmiliar.

    Truetalent has suggested a similar idea, but the "FoD" was only given out for fresh hooks and affected the whole team.
    He got trashtalked for being a camping killer, do you see the irony?

    But lets be real here, this would result in a survivor nerf and survivors want the killer to be punished for camping/tunneling, they dont want rewards for not-tunneling/not-camping.

    He did ? Well that's good, even when he's off with some things he mostly has pretty good idea about DBDs balance.
    I don't agree with affecting whole team since punish survivors for mistakes they haven't done isn't good way about balancing.
    Yeah there always are whining survivors who don't want any changes done unless it's pure buffs but noone should listen to those. Devs seems to be going the right way about balancing last few months so I hope they'll notice this and hopefully take something out of it.

    I just saw that you are suggesting to increase the movement speed, must have missed that before.
    Thats absolutely a no-go, you would be unable to catch them again. (In fact your suggestion would be an insane survivor buff, not a nerf^^)

    And just to put your numbers into relation. If you increase the movement speed of a survivro by 8%, then this means that the movement speed difference to huntress or hag is 20% compared to before, i.e. they need 5 times longer to catch up and here I didnt even take into account the different sized hitboxes that play an important role when looping too

    As I said numbers I set are really high to make it feel impactfull. The idea wasn't to nerf survivors or buff killer but to increase game lenght for both sides while making it fair for both too. Killers will get more time to chase other survivors while unhooked survivors are so fast that the chance of killer going for them, insted of someone else, is quite small. Yes it would be very hard to catch unhooked survivors but what else way is there to discourage killers from focusing on just one if not making it harder to catch them.

    Also those effects last only for 2,5 min and survivor affected by them is really hard to catch but can't really do gens. If killer spreads the damgage between several survivors then he's stalling the game for quite a while. I don't really know if it would solve anything but it would be lovely to see devs experiment a little. They don't have to make it right on the first try but it's certainly better to do at least something if they don't want to add side objectives.

    YOu need to encourage killers not to tunnel.

    Btw, the devs already told us that they dont want to mess with the movement speeds, it would remove all kind of "feel of the game" since everything would switch constantly, all your "muscle memory" woudl be screwed over

  • i do like the concept of your idea.
    you want to give the killers a little something, therefore they will not atttack the same person again and instead try to get your "FoD" on a different player too, as this would drastically reduce the repair speed of the overall team.
    i have had simmilar ideas myself, plus this is not the usual "NeRf ThE CaMpEr" threat, so i like it ^^

  • @Master said:

    @Kebek said:

    @Master said:

    @Kebek said:

    @Master said:

    @Kebek said:
    So first off this is just an idea so don't judge it based on numbers since those can be changed to be more blanced. Mainly post your opinion on how would you like to see some similliar mechanic added to the game.

    So to the first topic, why camping/tunneling happens. The way I see it is that these tactics are used to help killer better manage survivors since getting one of them out of the game asap while there are still enough gens left will mostly lead to a 4k for the killer. If there was some reason to not kill once hooked surviors maybe then killers would be more willing to not tunnel. Problem lies in that unhhoked survivors are the same threat towards gens as not hooked ones while beiing easier to kill.

    So I propose new status effect that could lessen camping and tunneling. It could be named Fear of death. (FoD)

    -Once survivor is unhhooked he'll be affected by FoD for next 2,5 minuts.
    -Survivors affected by FoD first time suffer from lowered gen repair speed by 20% for the duration.
    -Survivors affected by FoD first time have their movement speed increased by 4% for the duraion.
    -Survivors affected by FoD second time suffer from lowered gen repair speed by 40% for the duration.
    -Survivors affected by FoD second time have their movement speed increased by 8% for the duraion.
    -Powering exit gates disables all effects of FoD.

    Numbers are a bit drastic but I wanted it to be impactfull so that it affects peoples gameplay. So tell me if you like/don't like it (I'd apriciated if you said why) or post additional effect FoD could have and if lots of you will like it maybe devs will notice and impliment something simmiliar.

    Truetalent has suggested a similar idea, but the "FoD" was only given out for fresh hooks and affected the whole team.
    He got trashtalked for being a camping killer, do you see the irony?

    But lets be real here, this would result in a survivor nerf and survivors want the killer to be punished for camping/tunneling, they dont want rewards for not-tunneling/not-camping.

    He did ? Well that's good, even when he's off with some things he mostly has pretty good idea about DBDs balance.
    I don't agree with affecting whole team since punish survivors for mistakes they haven't done isn't good way about balancing.
    Yeah there always are whining survivors who don't want any changes done unless it's pure buffs but noone should listen to those. Devs seems to be going the right way about balancing last few months so I hope they'll notice this and hopefully take something out of it.

    I just saw that you are suggesting to increase the movement speed, must have missed that before.
    Thats absolutely a no-go, you would be unable to catch them again. (In fact your suggestion would be an insane survivor buff, not a nerf^^)

    And just to put your numbers into relation. If you increase the movement speed of a survivro by 8%, then this means that the movement speed difference to huntress or hag is 20% compared to before, i.e. they need 5 times longer to catch up and here I didnt even take into account the different sized hitboxes that play an important role when looping too

    As I said numbers I set are really high to make it feel impactfull. The idea wasn't to nerf survivors or buff killer but to increase game lenght for both sides while making it fair for both too. Killers will get more time to chase other survivors while unhooked survivors are so fast that the chance of killer going for them, insted of someone else, is quite small. Yes it would be very hard to catch unhooked survivors but what else way is there to discourage killers from focusing on just one if not making it harder to catch them.

    Also those effects last only for 2,5 min and survivor affected by them is really hard to catch but can't really do gens. If killer spreads the damgage between several survivors then he's stalling the game for quite a while. I don't really know if it would solve anything but it would be lovely to see devs experiment a little. They don't have to make it right on the first try but it's certainly better to do at least something if they don't want to add side objectives.

    YOu need to encourage killers not to tunnel.

    Btw, the devs already told us that they dont want to mess with the movement speeds, it would remove all kind of "feel of the game" since everything would switch constantly, all your "muscle memory" woudl be screwed over

    I do encourage killer not to tunnel by giving unhhoked survivor 20 or 40% lower gen repair speed, that's probably biggest encouragement at least I can imagine. They can tunnel that extremely gen speed weakened survivor if they want. If they really want him to die they can hard camp him which will still work.

    It wouldn't be too much of altering movement speed if it last only for 2,5 min while survivor can't really do gens but who knows. I just would like to see some new mechanics that would spiece up the game. Getting new DLCs is great but they could take time to do something new with baseline game.

  • @Kebek said:

    @Master said:

    @Kebek said:

    @Master said:

    @Kebek said:

    @Master said:

    @Kebek said:
    So first off this is just an idea so don't judge it based on numbers since those can be changed to be more blanced. Mainly post your opinion on how would you like to see some similliar mechanic added to the game.

    So to the first topic, why camping/tunneling happens. The way I see it is that these tactics are used to help killer better manage survivors since getting one of them out of the game asap while there are still enough gens left will mostly lead to a 4k for the killer. If there was some reason to not kill once hooked surviors maybe then killers would be more willing to not tunnel. Problem lies in that unhhoked survivors are the same threat towards gens as not hooked ones while beiing easier to kill.

    So I propose new status effect that could lessen camping and tunneling. It could be named Fear of death. (FoD)

    -Once survivor is unhhooked he'll be affected by FoD for next 2,5 minuts.
    -Survivors affected by FoD first time suffer from lowered gen repair speed by 20% for the duration.
    -Survivors affected by FoD first time have their movement speed increased by 4% for the duraion.
    -Survivors affected by FoD second time suffer from lowered gen repair speed by 40% for the duration.
    -Survivors affected by FoD second time have their movement speed increased by 8% for the duraion.
    -Powering exit gates disables all effects of FoD.

    Numbers are a bit drastic but I wanted it to be impactfull so that it affects peoples gameplay. So tell me if you like/don't like it (I'd apriciated if you said why) or post additional effect FoD could have and if lots of you will like it maybe devs will notice and impliment something simmiliar.

    Truetalent has suggested a similar idea, but the "FoD" was only given out for fresh hooks and affected the whole team.
    He got trashtalked for being a camping killer, do you see the irony?

    But lets be real here, this would result in a survivor nerf and survivors want the killer to be punished for camping/tunneling, they dont want rewards for not-tunneling/not-camping.

    He did ? Well that's good, even when he's off with some things he mostly has pretty good idea about DBDs balance.
    I don't agree with affecting whole team since punish survivors for mistakes they haven't done isn't good way about balancing.
    Yeah there always are whining survivors who don't want any changes done unless it's pure buffs but noone should listen to those. Devs seems to be going the right way about balancing last few months so I hope they'll notice this and hopefully take something out of it.

    I just saw that you are suggesting to increase the movement speed, must have missed that before.
    Thats absolutely a no-go, you would be unable to catch them again. (In fact your suggestion would be an insane survivor buff, not a nerf^^)

    And just to put your numbers into relation. If you increase the movement speed of a survivro by 8%, then this means that the movement speed difference to huntress or hag is 20% compared to before, i.e. they need 5 times longer to catch up and here I didnt even take into account the different sized hitboxes that play an important role when looping too

    As I said numbers I set are really high to make it feel impactfull. The idea wasn't to nerf survivors or buff killer but to increase game lenght for both sides while making it fair for both too. Killers will get more time to chase other survivors while unhooked survivors are so fast that the chance of killer going for them, insted of someone else, is quite small. Yes it would be very hard to catch unhooked survivors but what else way is there to discourage killers from focusing on just one if not making it harder to catch them.

    Also those effects last only for 2,5 min and survivor affected by them is really hard to catch but can't really do gens. If killer spreads the damgage between several survivors then he's stalling the game for quite a while. I don't really know if it would solve anything but it would be lovely to see devs experiment a little. They don't have to make it right on the first try but it's certainly better to do at least something if they don't want to add side objectives.

    YOu need to encourage killers not to tunnel.

    Btw, the devs already told us that they dont want to mess with the movement speeds, it would remove all kind of "feel of the game" since everything would switch constantly, all your "muscle memory" woudl be screwed over

    I do encourage killer not to tunnel by giving unhhoked survivor 20 or 40% lower gen repair speed, that's probably biggest encouragement at least I can imagine. They can tunnel that extremely gen speed weakened survivor if they want. If they really want him to die they can hard camp him which will still work.

    It wouldn't be too much of altering movement speed if it last only for 2,5 min while survivor can't really do gens but who knows. I just would like to see some new mechanics that would spiece up the game. Getting new DLCs is great but they could take time to do something new with baseline game.

    Weve been told that they are working on secondar objectives. Ireally hope that they get this done and dont withdraw it again as they did with hatch/DS/SC

  • Calls out that camping is an issue.
    Says it'll balance out.
    Points out that killer wants a kill.
    Penalty tilts toward survivors.
    No repercussion for the killer.

    Beautiful.

  • @Master said:

    @Kebek said:

    @Master said:

    @Kebek said:

    @Master said:

    @Kebek said:

    @Master said:

    @Kebek said:
    So first off this is just an idea so don't judge it based on numbers since those can be changed to be more blanced. Mainly post your opinion on how would you like to see some similliar mechanic added to the game.

    So to the first topic, why camping/tunneling happens. The way I see it is that these tactics are used to help killer better manage survivors since getting one of them out of the game asap while there are still enough gens left will mostly lead to a 4k for the killer. If there was some reason to not kill once hooked surviors maybe then killers would be more willing to not tunnel. Problem lies in that unhhoked survivors are the same threat towards gens as not hooked ones while beiing easier to kill.

    So I propose new status effect that could lessen camping and tunneling. It could be named Fear of death. (FoD)

    -Once survivor is unhhooked he'll be affected by FoD for next 2,5 minuts.
    -Survivors affected by FoD first time suffer from lowered gen repair speed by 20% for the duration.
    -Survivors affected by FoD first time have their movement speed increased by 4% for the duraion.
    -Survivors affected by FoD second time suffer from lowered gen repair speed by 40% for the duration.
    -Survivors affected by FoD second time have their movement speed increased by 8% for the duraion.
    -Powering exit gates disables all effects of FoD.

    Numbers are a bit drastic but I wanted it to be impactfull so that it affects peoples gameplay. So tell me if you like/don't like it (I'd apriciated if you said why) or post additional effect FoD could have and if lots of you will like it maybe devs will notice and impliment something simmiliar.

    Truetalent has suggested a similar idea, but the "FoD" was only given out for fresh hooks and affected the whole team.
    He got trashtalked for being a camping killer, do you see the irony?

    But lets be real here, this would result in a survivor nerf and survivors want the killer to be punished for camping/tunneling, they dont want rewards for not-tunneling/not-camping.

    He did ? Well that's good, even when he's off with some things he mostly has pretty good idea about DBDs balance.
    I don't agree with affecting whole team since punish survivors for mistakes they haven't done isn't good way about balancing.
    Yeah there always are whining survivors who don't want any changes done unless it's pure buffs but noone should listen to those. Devs seems to be going the right way about balancing last few months so I hope they'll notice this and hopefully take something out of it.

    I just saw that you are suggesting to increase the movement speed, must have missed that before.
    Thats absolutely a no-go, you would be unable to catch them again. (In fact your suggestion would be an insane survivor buff, not a nerf^^)

    And just to put your numbers into relation. If you increase the movement speed of a survivro by 8%, then this means that the movement speed difference to huntress or hag is 20% compared to before, i.e. they need 5 times longer to catch up and here I didnt even take into account the different sized hitboxes that play an important role when looping too

    As I said numbers I set are really high to make it feel impactfull. The idea wasn't to nerf survivors or buff killer but to increase game lenght for both sides while making it fair for both too. Killers will get more time to chase other survivors while unhooked survivors are so fast that the chance of killer going for them, insted of someone else, is quite small. Yes it would be very hard to catch unhooked survivors but what else way is there to discourage killers from focusing on just one if not making it harder to catch them.

    Also those effects last only for 2,5 min and survivor affected by them is really hard to catch but can't really do gens. If killer spreads the damgage between several survivors then he's stalling the game for quite a while. I don't really know if it would solve anything but it would be lovely to see devs experiment a little. They don't have to make it right on the first try but it's certainly better to do at least something if they don't want to add side objectives.

    YOu need to encourage killers not to tunnel.

    Btw, the devs already told us that they dont want to mess with the movement speeds, it would remove all kind of "feel of the game" since everything would switch constantly, all your "muscle memory" woudl be screwed over

    I do encourage killer not to tunnel by giving unhhoked survivor 20 or 40% lower gen repair speed, that's probably biggest encouragement at least I can imagine. They can tunnel that extremely gen speed weakened survivor if they want. If they really want him to die they can hard camp him which will still work.

    It wouldn't be too much of altering movement speed if it last only for 2,5 min while survivor can't really do gens but who knows. I just would like to see some new mechanics that would spiece up the game. Getting new DLCs is great but they could take time to do something new with baseline game.

    Weve been told that they are working on secondar objectives. Ireally hope that they get this done and dont withdraw it again as they did with hatch/DS/SC

    Well I don't remember them saying so but if they did it will probably take at least year before it gets here.

    About SC I think they said they'll nerf healing overall insted (those damm 4s as survivors would say) but DS and Freddy rework as scheduled during or after December if I remeber correctly.

  • @ReneAensland said:
    Calls out that camping is an issue.
    Says it'll balance out.
    Points out that killer wants a kill.
    Penalty tilts toward survivors.
    No repercussion for the killer.

    Beautiful.

    I don't know where you're going with this since I haven't said camping is an issue and other points aren't correct either.
    Survivors and killer both benefit from this effect. Killers get more time to chase other survivors and survivors get higher movement speed to make them able to lose the killer much easier.
    Also from psychological perspective killer will know that those survivors won't do gens very fast thus making them less of the threat which will give survivors better game experience by them not getting camped/tunneled.

  • @Master said:

    Truetalent has suggested a similar idea, but the "FoD" was only given out for fresh hooks and affected the whole team.
    He got trashtalked for being a camping killer, do you see the irony?

    But lets be real here, this would result in a survivor nerf and survivors want the killer to be punished for camping/tunneling, they dont want rewards for not-tunneling/not-camping.

    Any one that calls Trutalent a camping killer is about as smart as your below average fortnite player.

    Funny how everyone feels that there are "rules of engagement to follow". should call this game dead by Geneva.

  • @Orion said:

    @DarkWo1f997 said:
    I think the killershould get a bloodpoints multiplier every time he hooks a different survivor, with the multiplier disappearing if the killer stays within 10 meters of the hook for 10 seconds, as well as if they hook the same survivor twice. 

    Like a built in, aura free BBQ and chili meant to simply incentivize the killer to loosen up a little and focus on the bloodpoints instead of those trashy tryhards. 

    It's not bad to play to win. If you just want to farm BP without any real challenge, what's the point of playing?

    But you just face camp, Orion. What's the point of playing if you just camp and how is that challenging yourself?