What would happen if we stop hook timer when killer is within a certain range?

We often see this as a suggestion against camping: Stop the hook timer if the killer is in a certain range.

Sure, it would make camping useless, but the counter argument is that survivors would abuse this by deliberately looping around the hook.

I was wondering though... Is it really that big of an issue if another survivor deliberately loops around the hook to stop the timer?

Or can't we add some conditions to fix the most common cases, e.g. "hook timer resumes even if killer is within range, but in a chase"?

UPDATE: Please don't post your other alternative anticamp ideas, this thread is not about "what are your anticamp ideas". This thread is about what are the issues of the above proposal and how could it be fixed with a slight change. So an ideal reply is: "I think the issue is X, because Y. It could be fixed by adding Z to it."

Comments

  • Yeah, like it doesn't waste anything except 2 survivors time if they attempt this and if you're a killer you should just attack survivors in other areas at that point which is the exact reason it would be put in. fixing camping and tunneling pretty handily

  • @PapiFelixPSN said:

    https://forum.deadbydaylight.com/en/discussion/338073/what-would-happen-if-we-stop-hook-timer-when-killer-is-within-a-certain-range

    I've scrolled through this, and found that a lot of people don't see the issue with this.

    All survivors have to do to abuse this is have two stand on either side of the hook, in view of the killer. This guarantees a save if the killer chases one, so it makes the killer have to camp. Chase doesn't start, so the timer stays paused until one survivor solos all of the gens. This doesn't require any communication or coordination, so it's not just a SWF problem either.

    And what's the problem with the guaranteed save?

    Let's summarize the situation: Only one guy is doing the gen, one guy is on hook, two are next to the hook. The killer can injure at least one of the two survivors (often both) and chase them immediately. What's the problem with it?

  • @Slingshot47 said:

    This would end up with people being held hostage.

    How exactly?

    Other survivors can just repair gens and leave and at that point you die.

    Or... You can always try to unhook yourself or just suicide on hook.

  • @pseudechis said:

    Paused hook timers weren’t abusable because you could chase near the hook, rather they removed any incentive to hook save.

    So players just left their team mates on hook all game with no incentive to save them.

    So sure killers could camp but survivors had no need to intervene, you didn’t even get chase around the hook you just got one person hangs on hook all game. That was all.

    Survivors we’re just as happy to leave a player on hook as killers were to camp them. So it wasn’t a great fix.

    If the killer camps you, you will not have a good experience even now. This change encourages the killer not to camp.

    And if you hate your teammates that much for not trying to save, you can always just suicide on hook.

  • Is it fun for the survivor being camped?

    We bring up what did happen when this system was tried but also think about what a killer could do. If a killer traps a survivor in a corner that is holding the game hostage, correct? What is it when a killer camps a hook where the timer never goes down? Would it be fun to just hang in the basement for 10 minutes instead of 2?

  • The Public Test Build, also known as the "PTB" is a special BETA-branch of Dead by Daylight exclusive to the Steam version of the Game. Public Test Builds are a way for the Developers of the Game to test and receive community feedback on major upcoming changes prior to their release. The Public Test Build uses a separate save game state created about a week prior and does not affect the Player's main save game in any way. A Player can switch between the two builds by opting in and out of the pub

    According to the wiki, they tried implementing a 50% sacrifice speed penalty for camping in the ptb of september 2016, and a total stop of sacrifice in november of the same year. Apparantly the survivor behavior made them stop considering that solution ever again.

    Without the time pressure of a survivor possibly dying on a hook, the other survivors have no urgency to go for a rescue. It only result in the poor poor hooked survivor to hang in there longer.

  • @PapiFelixPSN said:

    https://forum.deadbydaylight.com/en/discussion/comment/3103857#Comment_3103857

    The problem is that survivors shouldn't be able to abuse a mechanic to get a free unhook. The killer should be able to play the game too you know, not just get swarmed the second they hook someone.

    Also, if saves were guaranteed like that, killers would always lose, as killers need to manage their hook states to win.

    Look at my first post. I addressed the guaranteed unhook that comes with this idea and fixed that issue in a different change.

    How is it a free unhook? The killer injures at least one of them and can immediately chase them. Why would killers lose, you hook a survivor 3 times and they are out of the match.

  • @Mr_K said:

    Is it fun for the survivor being camped?

    We bring up what did happen when this system was tried but also think about what a killer could do. If a killer traps a survivor in a corner that is holding the game hostage, correct? What is it when a killer camps a hook where the timer never goes down? Would it be fun to just hang in the basement for 10 minutes instead of 2?

    The others can finish gens and leave and you die on hook because of that. Or you can suicide on the hook.

    These seem to me like some random rare corner cases. No system is going to be perfect.

  • Theres a perk to stop the struggle it's from Steve so it's on everyone. If a survivor runs it, it wastes more time to allow more gen progress.

  • @PapiFelixPSN said:

    https://forum.deadbydaylight.com/en/discussion/comment/3104004#Comment_3104004

    Already explained it. If there are two survivors there, you can't chase one without the other getting the unhook for free. That's a problem.

    The devs tried to add the feature you want, this is what happened. This is how it was abused and had to be removed.

    If you really want something to stop camping and not a free win every game, check out my post. I addressed the issues with the system that failed and fixed them.

    I would say that's fine. That just means you get a survivor down a hook state, and then have another surivor come to you and get hooked themselves. If they throw themselves at you, a good killer will down them. Worst case scenario you wound one or two of them and have to chase. That's not a bad position, I would say that might even be good gameplay. Cycling survivors on hooks so they all have a chance to play as you whittle them down into a tight match where the difference of how good they were at unhooking and delaying you in chase making the difference between a win and a loss. Sure, it might have you at the same hook for a bit- but survivors couldn't afford to keep it up all match (the ones that try quickly get themselves hooked). Your basically trading survivors at that point unless you let 3 survivors get away, which at that point might be a skill issue when one of them you would probably be chasing and the other would be easy to find until the unhooking is finished.

  • Keep the hook timer at 60 secs for first hook but change to 75 secs for death hook. Either that or buff the perk kinship, let survivors get an icon to show that the person on the hook is using the perk, it would help solos a lot.

  • @fogdonkey said:

    We often see this as a suggestion against camping: Stop the hook timer if the killer is in a certain range.

    Sure, it would make camping useless, but the counter argument is that survivors would abuse this by deliberately looping around the hook.

    I was wondering though... Is it really that big of an issue if another survivor deliberately loops around the hook to stop the timer?

    Or can't we add some conditions to fix the most common cases, e.g. "hook timer resumes even if killer is within range, but in a chase"?

    Here's another scenario.

    Killer hooks you and camps.

    Other survivors are either too cautious or want to play hide and seek.

    Now you are on the hook literally forever, unless you DC.

    @Tsulan said:

    The reason why we can´t have nice things is, that people would abuse the ######### out of it.

    Basically, this.

  • @fogdonkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/3102869#Comment_3102869

    If the killer camps you, you will not have a good experience even now. This change encourages the killer not to camp.

    And if you hate your teammates that much for not trying to save, you can always just suicide on hook.

    You are still part of the game even when hanging on hook. It’s not a reason to give up.

    The proposal was pause the hook timer if the killer is within x distance, they tried it and the result was what I described. Which the devs didn’t like so they didn’t implement it.

    The solution to camping is for people to stop getting so pissy over it, it’s just part of the game and something to be played around like anything else.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/338073/what-would-happen-if-we-stop-hook-timer-when-killer-is-within-a-certain-range

    Here's another scenario.

    Killer hooks you and camps.

    Other survivors are either too cautious or want to play hide and seek.

    Now you are on the hook literally forever, unless you DC.

    https://forum.deadbydaylight.com/en/discussion/comment/3101684#Comment_3101684

    Basically, this.

    You don't have to DC, you can suicide on hook. So it is not a problem if this weird situation would occur.

  • timer might go a little slower like on 30-40% if killer is within 10-15 meters

  • @pseudechis said:

    https://forum.deadbydaylight.com/en/discussion/comment/3103877#Comment_3103877

    You are still part of the game even when hanging on hook. It’s not a reason to give up.

    The proposal was pause the hook timer if the killer is within x distance, they tried it and the result was what I described. Which the devs didn’t like so they didn’t implement it.

    The solution to camping is for people to stop getting so pissy over it, it’s just part of the game and something to be played around like anything else.

    Yeah it is not a reason to give up, but these guys were coming up with weird situations in the comments. Like what if nobody wants to save you, nobody opens the gate and then you are stuck forever on the hook. Well you aren't stuck, you can suicide if such case would occur.

    Everyone is telling me that they tried it... Well it was 5-6 years ago... They could try it again, the game changed a lot since then.

  • @fogdonkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/3104280#Comment_3104280

    Yeah it is not a reason to give up, but these guys were coming up with weird situations in the comments. Like what if nobody wants to save you, nobody opens the gate and then you are stuck forever on the hook. Well you aren't stuck, you can suicide if such case would occur.

    Everyone is telling me that they tried it... Well it was 5-6 years ago... They could try it again, the game changed a lot since then.

    I’d be curious to see it tried again but I also wouldn’t be surprised if it had the same outcome.

    the game changes but players are kinda static, if there is an advantage to leverage leaving a team mate on hook then why wouldn’t they.

  • @fogdonkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/3103910#Comment_3103910

    The others can finish gens and leave and you die on hook because of that. Or you can suicide on the hook.

    These seem to me like some random rare corner cases. No system is going to be perfect.

    If the survivor can kill themselves then nothing was solved. Killers will still camp hoping the survivor takes themselves out. Which face it, most survivors playing today will.

    Other survivors doing gens while the killer camps? What a novel idea that is.

  • Just run kinship 34 seconds is plenty of time for the hook to be paused

  • I personally suggest a modified monstrous shrine effect of sorts.

    Where if the killer leaves after a 24m range mark,the hook progresses faster and causes more urgency. If the killer is within 24m but not in chase,the hook slows down by..maybe 15-20% and survivors do gens faster by 20%.

    Although if another survivor is around and running around the hook area (aka,the 24m mark) for a period of time then the hook begins to progress faster.

    (Slight hot take: Tunneling and camping are valid strats,just not fun ones lol so killing strats will just make one more favorable than the other,at the end of the day,people are gonna play how they want to.)

  • @Mr_K said:

    https://forum.deadbydaylight.com/en/discussion/comment/3104014#Comment_3104014

    If the survivor can kill themselves then nothing was solved. Killers will still camp hoping the survivor takes themselves out. Which face it, most survivors playing today will.

    Other survivors doing gens while the killer camps? What a novel idea that is.

    You are twisting my words. I said that they can decide to suicide if they think the game is held hostage (nobody is going for the save, players are not triggering EGC and the killer camps so hook timer is not progressing).

    Using your argumentation the game shouldn't work correctly even now, because the players can suicide immediately when they get hooked, they can just not repair gens, they can just not try running from killer, etc.

    If the players don't want to play normally, they won't...

    With my suggestion they can at least try to punish the killer if they want to...

  • Nothing except make egc camping worse half of the killers have a traversal power so it's not bad

    But there are some campers out there (bubba)

  • @PapiFelixPSN said:

    https://forum.deadbydaylight.com/en/discussion/comment/3104081#Comment_3104081

    I understand what you mean. But you're incorrect. Killer games need to have at least one survivor on hook at all times. Even now, that's the only way gen speeds are really manageable. You have to have one on hook, one saving, another in chase, and one on a gen. That's ideal.

    If survivors could guarantee unhooks like that, it would turn into one on hook, two surrounding hook, one on gens. Then, you'd leave the hook to chase someone so you don't autolose, and you have THREE on gens and one in chase unless you're playing Nurse or an antiloop killer and down them super quickly. It won't even be possible for other killers to win if good survivors abuse that correctly. There's no counterplay to it, which is already enough to say no to it, but the fact that it's been TRIED before and everyone who played back then knows exactly how that went and says no to it, that says way more. Pausing hook timers isn't the way to go.

    My solution to camping is called Uninhibited Repair. Whenever two survivors are on a gen and a survivor is hooked, if the killer is within 20 meters of the hook, gens are repaired 100% faster. If the killer is within 10 meters, 200% faster. If the killer is within 5 meters 300% faster. Chasing or repairing a gen 25 meters away from the hook disabled Uninhibited Repair.

    That isn't abusable, as it requires two survivors to be doing gens to work. There's no guaranteed unhook with that, as the mechanic won't activate if survivors tried to abuse it the way they did last time.

    Sure let's agree to disagree.

    I think you are contradicting a bit yourself. First you say that ideally killer has one on hook, one saving, another in chase, and one on a gen. Then you say that two people can manage to do an unhook and because of that suddenly 3 people are on a gen.

    Yeah people are referring to this 5-6 year old experiment why wouldn't it work... It is kind of outdated.

    Your solution is interesting. You should start a thread for it. Here I wanted to discuss specifically the "hook timer pause" solution not others.

  • @6659Leg said:

    I personally suggest a modified monstrous shrine effect of sorts.

    Where if the killer leaves after a 24m range mark,the hook progresses faster and causes more urgency. If the killer is within 24m but not in chase,the hook slows down by..maybe 15-20% and survivors do gens faster by 20%.

    Although if another survivor is around and running around the hook area (aka,the 24m mark) for a period of time then the hook begins to progress faster.

    (Slight hot take: Tunneling and camping are valid strats,just not fun ones lol so killing strats will just make one more favorable than the other,at the end of the day,people are gonna play how they want to.)

    Interesting alternative, you should start a separate thread for it. Here I wanted to discuss only what could be the issues with the "hook timer pause" solution. You didn't really post any issues, just your alternative solution. Thanks, but it is a bit offtopic.

  • @The_Krapper said:

    Just run kinship 34 seconds is plenty of time for the hook to be paused

    Here I wanted to discuss only what could be the issues with the "hook timer pause" solution. You didn't really post any issues, just your alternative solution. Thanks, but it is a bit offtopic.

  • @Yippiekiyah said:

    Keep the hook timer at 60 secs for first hook but change to 75 secs for death hook. Either that or buff the perk kinship, let survivors get an icon to show that the person on the hook is using the perk, it would help solos a lot.

    Here I wanted to discuss only what could be the issues with the "hook timer pause" solution. You didn't really post any issues, just your alternative solution. Thanks, but it is a bit offtopic.

  • @DredgeyEdgey said:

    Nothing except make egc camping worse half of the killers have a traversal power so it's not bad

    But there are some campers out there (bubba)

    Good point maybe this pause mechanic should not work after gens are finished? It could be viewed as some hook EGC.

  • @fogdonkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/3105157#Comment_3105157

    Interesting alternative, you should start a separate thread for it. Here I wanted to discuss only what could be the issues with the "hook timer pause" solution. You didn't really post any issues, just your alternative solution. Thanks, but it is a bit offtopic.

    It's better to give solutions than to complain/point out the problems. At least,that's how I feel.

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