Facecamping at 5 gens is not healthy for the game

Basically title. I play to rank 1 survivor and killer every season and love them both, so I think my opinion on this is very fair.

Leatherface or really any killer for the matter facecamping at 5 gens is really unhealthy for the game. The game is both boring for the killer and survivor and it's honestly just a toxic strategy used to get a reaction out of people. Facecamping and proxy camping end game is completely fine. My issue is when insta down killers sit beside hook all game and force everyone to get one hooked.


This needs to be changed asap imo. A suggested change I have in mind is this:

The more gens remaining in the trial, the slower survivors hook timer goes down. For every gen that completes, the entity progression becomes faster. I dont have any ideas for numbers but this would already be a good foundation. Progression at endgame is quicker than normal, progression early game is slower than normal This means that killers at endgame wont have to facecamp as long to secure the kill but killers who facecamp earlier into the game are punished more.


Another feature that could be added on top of this feature is almost like a basekit monstrous shrine:

When the killer is within x meters of the hook, progression is slowed by a further x %, otherwise if the killer is further than x meters from the hook, progression is accelerated by x% - This effect no longer works when 1 gen is left or all gens are completed.


This will persuade killers to actually try and play the game without abusing a system that is not fun for anybody, furthermore killers who do not currently played like this are rewarded by a mini base monstrous shrine buff. This concept also has no unhealthy clashes for endgame camping as the faster entity progression will give survivors less time to get the last second save.


What are other people thoughts about this issue and concept?

Comments

  • Honestly I'm still rather annoyed Reassurance is some bandaid fix for it, when we really need some measure built in. But as always trying to solve game problems with DLC, nothing changes.

  • @Rokku_Rorru said:

    Honestly I'm still rather annoyed Reassurance is some bandaid fix for it, when we really need some measure built in. But as always trying to solve game problems with DLC, nothing changes.

    Pretty much this! the devs always say anti tunnel and 2nd chance perks should be nice to have not a must. This applies for all perks. Solutions need to be built into the base game and all dlc perks should just be nice to have but not necessary at high mmr

  • I'd rather be facecamped at 5 gens than slugged at 5 gens. At least the other survivors get a chance to do something before the game is effectively over.

  • Gen count doesn't matter, the first chase can take gens from 5 to 2. Even if first chase is quick, it's hardly enough to judge the team's efficiency.

  • @Wezil said:

    https://forum.deadbydaylight.com/en/discussion/comment/3132452#Comment_3132452

    I think there's too much of a power shift when you lose 1 survivor. 3 survivors is pretty much a loss if there are 2 gens left.

    Depends on the survivors, the remaining 3 can be completely unaffected if the weak link dies first. Just 2 survivors can escape if they were smart enough to split gen and play tactically.

    Weak movement and bad plays will always make things easier for the killer.

  • @Wezil said:

    https://forum.deadbydaylight.com/en/discussion/comment/3132688#Comment_3132688

    It's really the exception to the rule though. A very high percentage of games where survivors haven't done 3 gens before 1 survivor is eliminated, ends with a loss. It makes tunneling someone out very lucrative. And honestly, it's just such a massive shift in power, it almost ruins the game in general.

    Poor results for poor efficiency. It really makes no sense for killers not to pressure when possible as it only gives survivors the chance to put pressure on them. With the exception of comms, all survivors are equal in terms of potential outcomes. Stealth, looping, and escaping chases are all possible until mistakes are made or a bad decision allows the killer to outplay. Lacking the skills to utilize these tools is not the same as Lacking the tools themselves.

  • @Wezil said:

    https://forum.deadbydaylight.com/en/discussion/comment/3132704#Comment_3132704

    Except an equally skill Killer against equally skilled survivors shows this isn't the case. The killer always has the advantage, on average, over survivors of equal skills when 1 survivor is eliminated before 3 gens are done.

    Can't say I agree. With the exception of two killers, I always feel like I have the advantage as a solo survivor. It's on me as an individual to avoid the killer, know how to run different tiles, be environmentally aware of audio ques & dead zones, and dictate when I can break chase.

    Nobody can influence how their teammates play outside of swf. So as a solo all that can be done is to be the better player and accept the opportunity of a free escape despite not actually achieving the objective.

  • @Wezil said:

    https://forum.deadbydaylight.com/en/discussion/comment/3132740#Comment_3132740

    It's just what I've observed. Games tend to be lost more times than not, if there are only 3 survivors and 2+ unworked gens left.

    My experience is we tend to escape when the killer devotes so much time on one person. The only time it becomes a real hindrance is with an immediate suicide.