Anti-Camp Mechanic Teased!

Upcoming mid-chapter looks good so far.


Also why Jane? :0 Are killah mains enjoying to camp her?


https://twitter.com/DeadbyDaylight/status/1702313786621788283


Comments

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3542211#Comment_3542211

    This post also confirms that they are making it work through multiple floors. So again ,this is gonna get hella abuse by SWF.

    SWF or not I don't see any major difference you either facecamp or you don't, anyway killers like blight/wesker can still camp from 30-40meters away


  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3542186#Comment_3542186

    "Ironic thing to say given that good survivors can already counter camping just fine without this feature. This is meant to help or rather "hand hold" the more casual/average side of the survivor player base."

    The thing is not that camping can be countered. It can be countered - somewhat - even tho it might not even be effective. But if the Killer is camping they will at least get a trade out of this, because even with Hook Grabs removed, a Killer will manage to down the Unhooker and will at least have a Trade.

    To amke a safe Unhook which does not result in a trade, you will need two Survivors who go for the Unhook. And at this point you can ask, if standing in front of the Hook should be so powerful that you can occupy 50% of the team with Unhooks and keep 75% of the team off Gens by...Just standing there.

    Face camping is not that strong even if the survivors are forced to trade. You can get a lot of gen progress while the killer is camping since they have zero pressure.

    Face camping usually crumbles bad survivor teams tough. And its those teams that will benefit the most from this new feature. Hence why i said your comment was ironic.

  • me as the xenomorph or nemisis

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3542144#Comment_3542144

    I mean, seriously, play better then if you struggle. Or just take the loss, because it is completely fine to lose in a videogame. This would be compareable to getting an Action Speed-Buff as Survivor when one of your mates is dead. The Survivor-Team did not play well, why should they be rewarded?

    The system deactivates in Endgame, which is fine (even tho, I think this is just a pity kill at this point when the only way you get a Kill is when almost all Survivor-Defenses are deactivated), but it should not do more than that.

    Yes, it makes more sense to camp at 2 Gens left compared to 5 Gens left. I get it. But it does not really make sense to reward the Killer for playing badly.

    I'd get it if every match was a competitive match, but how many are, out of all of the matches that get played? You shouldn't get rewarded for doing badly in a competitive setting, but the average match doesn't even come close to being competitive. Most players are in solo queue, which is the weakest role in the game. Anyone who plays solo queue knows how matches go most of the time. Even if you don't get a baby survivor on your team, someone goes AFK, someone's internet goes out and you get the world's most stupid bot, the match is rarely close to being what you would describe as competitive.

    If most matches aren't competitive, do we need to obey the rules of competitive gaming? Can't we build a game that helps make the average match more enjoyable instead of focusing on the sweaty? It's not like every comeback mechanic has to be capable of turning the match upside down. Sometimes just a small boost is enough to make garbage matches feel better to play. Think of the 6% you get from Deja Vu. It's a mostly worthless buff, but people do like seeing that gold bar progressing.

    I get people being against comeback mechanics if you want the game to be super competitive, but this game will never be competitive unless they turn solo queue into a full SWF and fix the matchmaking. That's never going to happen, so the game will continue to be a party game. That being the case, why not focus on enjoyment rather than sweating?

  • Ok, what about 2nd stage?

  • Ah I can't wait for survivors to find a way to abuse this like the last time they tried implementing an anti camp mechanic I can already see them abusing it via having one guy getting chased on a floor above/below the hooked player and bringing map offerings that take you to realms that allow that playstyle

  • @Cypherius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3542197#Comment_3542197

    Being able to fight back and actually get chased again is definitely better than just waiting on the hook with the killer. Not ideal but a big improvement.

    Ok, so when this mechanic comes out, and i release a compilation video on youtube facecamping people, i better not see a single complaint.

  • @Alice_pbg said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3542081#Comment_3542081

    not all of us are as aware as each other.

    being disabled on egc was new to me

    Cant wait for the inevitable NOED/no way out/blood warden + slugging meta that's inevitably going to cause.

  • @Mr_K said:

    Ok, what about 2nd stage?

    self-unhooking is also made possible on the 2nd stage, as confirmed in the comments on twitter

  • @Majin151 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3542012#Comment_3542012

    Ah I can't wait for survivors to find a way to abuse this like the last time they tried implementing an anti camp mechanic I can already see them abusing it via having one guy getting chased on a floor above/below the hooked player and bringing map offerings that take you to realms that allow that playstyle

    Do you think there are many tiles above / below hooks where they can loop you for 20-30 seconds within a 16m radius circle? Preferably while they are staying outside of that radius, as we've been told that survivors in range slow the progress of the self-unhook timer.

    Maybe I'm naive, but I think simply unhooking is less of a hassle and more reliable.

  • From the wording it only slows down if multiple survivors are around meaning one survivor looping near the hooked teammate will happen like it did last time


    And you forget that there are survivors that don't care about it being convenient if they can abuse a mechanic they will


    There's a reason why egc is a thing

  • @Green_Sliche said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3542107#Comment_3542107

    It's about punishing a player who is already struggling. Theoretically good survivors don't need immunity after being unhooked at all because they won't get caught and hooked in the first place. Yet no matter how good or bad you are, this system exists so people can't just get camped to death with 0 chance of escaping ( they may still get sandbagged by their team mates by simply being unhooked right in the face of the killer ). This anti-camp mechanic is meant to give survivors a chance to play the game at all if they got caught very early instead of being sacrificed after being downed in first minute or so. However if survivor got caught early and 2 or more gens got popped for whatever reason, should killer be punished even more by giving that survivor a free escape?

    That's a very good point.

  • I wonder if punishing gens-before-friends will still be possible.

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3542012#Comment_3542012

    That is scary to me. Maps like midwich are already awful when it comes to hooks.

    Midwich is a terrible map for survivors in my opinion but his will make it terrible for killers if they don't change some of the indoor maps.

  • I don't mind as long as its done right and not abusable . It definitely should not work if another survivor is nearby and should only start if a killer is idle or not in a chase nearby.

    Making survivors unhook each other is the biggest and most important slowdown in the game. If swfs can abuse this to bully killers they will , just look at the recent locker/flashlight situation .

  • @Vanishlord said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3542044#Comment_3542044

    Midwich is a terrible map for survivors in my opinion but his will make it terrible for killers if they don't change some of the indoor maps.

    Prepare to see map offerings for it by certain swfs

  • Oh god! I forgot about that!!

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3542144#Comment_3542144

    I mean, seriously, play better then if you struggle. Or just take the loss, because it is completely fine to lose in a videogame. This would be compareable to getting an Action Speed-Buff as Survivor when one of your mates is dead. The Survivor-Team did not play well, why should they be rewarded?

    The system deactivates in Endgame, which is fine (even tho, I think this is just a pity kill at this point when the only way you get a Kill is when almost all Survivor-Defenses are deactivated), but it should not do more than that.

    Yes, it makes more sense to camp at 2 Gens left compared to 5 Gens left. I get it. But it does not really make sense to reward the Killer for playing badly.

    "Play better, if you get caught early and face camped. Just don't go down. Or take the loss, because it is completely fine to lose in a videogame." See, I reversed it and it sounds stupid. This is not a good argument.

    I think it's good they do something about this but I don't want to see it ending up replacing one issue with another. And sadly, that could very well happen here.

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3542158#Comment_3542158

    "Play better, if you get caught early and face camped. Just don't go down. Or take the loss, because it is completely fine to lose in a videogame." See, I reversed it and it sounds stupid. This is not a good argument.

    I think it's good they do something about this but I don't want to see it ending up replacing one issue with another. And sadly, that could very well happen here.

    PTB will reveal all.

  • Ah yes, Trapper, the most notorious camping killer ๐Ÿ™ƒ

    Seriously, though, it looks good. Hopefully solo que teammates don't keep swarming the hook to rescue after this goes live...

  • @Vorahk08 said:

    Ah yes, Trapper, the most notorious camping killer ๐Ÿ™ƒ

    Seriously, though, it looks good. Hopefully solo que teammates don't keep swarming the hook to rescue after this goes live...

    He's the poster boy of the game! Of course trapper. ๐Ÿ™‚


    God I wish he got this much attention on the buff department...

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3542213#Comment_3542213

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3542214#Comment_3542214

    Every single radius in the game works this way, i doubt they will change it.

    Secondly, you can say "another survivor in the radius blocks it" but it is not hard for the guy on hook to use coms to say "bar going up" or "bar going down get back a bit" to try and trick the killer into the radius. Again, it is a complex mechanic that SWF will abuse while not actually solving the problem of the person being hard camped and tunneled out of the game.

    You still have yet to answer the question, will you have more fun getting facecamped with this mechanic? Will it actually solve your problem? Or will you still rage and DC anyway?

    Lastly, there are so many better ways they can do this that are far simpler to implement, understand and actually address the problem.

    Why not just make it work like PH cage? If killer is close to the hook, they teleport to a different one?

    Or my always proposed favorite, tackle tunneling and camping in 1 go, make survivors share the 1st hook state. Now in order to tunnel or camp someone out, you need 6 hooks before you can kill someone.

    I feel like it'd probably be easier for swfs on Midwich (a small map) to say "killer's on me, go for the unhook" than it is for a survivor to run the killer around a tiny radius for 40 seconds or a minute or however long a self unhook will take. The hooked survivor is better off healed and on a gen than trying to slowly manipulate an unhook timer without their buddy going down. But maybe that's just me.

  • Well, if it does get implemented, players will have to adapt once again. People will find the next thing to complain about and we will have this whole clown fiesta yet again.

  • @MikaelaWantsYourBoon said:

    Upcoming mid-chapter looks good so far.

    Also why Jane? :0 Are killah mains enjoying to camp her?

    https://twitter.com/DeadbyDaylight/status/1702313786621788283

    It will be funny if the same thing happens as with the new memento mori system, which was completely abandoned:3ย 


    you guys are rejoicing early

  • @kin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/391425/anti-camp-mechanic-teased

    It will be funny if the same thing happens as with the new memento mori system, which was completely abandoned:3ย 

    you guys are rejoicing early

    Mori system was not coming to live even if it was fine. Devs said they are still working on this system and it was just early test.

    Anti-Camp system will come to live servers because it's final version we are gonna test. Unless if it is really so busted and game breaker. But i doubt.

  • Hmm so playing basement lockdown trapper will require a lil more thought then.

    Should be interesting to see how this works.

  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3542784#Comment_3542784

    Mori system was not coming to live even if it was fine. Devs said they are still working on this system and it was just early test.

    Anti-Camp system will come to live servers because it's final version we are gonna test. Unless if it is really so busted and game breaker. But i doubt.

    The anti-slug mori system didn't come to live because survivor abused the hell out of it, like many other mechanics they have tried in the past to solve gameplay issues that already have gameplay solutions.

    So we will see with this new one. In paper, already sounds abusable, specially in multi floor maps.

  • @Nazzzak said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3542218#Comment_3542218

    I feel like it'd probably be easier for swfs on Midwich (a small map) to say "killer's on me, go for the unhook" than it is for a survivor to run the killer around a tiny radius for 40 seconds or a minute or however long a self unhook will take. The hooked survivor is better off healed and on a gen than trying to slowly manipulate an unhook timer without their buddy going down. But maybe that's just me.

    You forget the mentality of some survivors if they see a way to abuse a mechanic to annoy the killer they absolutely will regardless if it's "easier to just unhook" or not

    "points to last time they tried implementing an anti camping mechanic"

  • @Batusalen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3542837#Comment_3542837

    The anti-slug mori system didn't come to live because survivor abused the hell out of it, like many other mechanics they have tried in the past to solve gameplay issues that already have gameplay solutions.

    So we will see with this new one. In paper, already sounds abusable, specially in multi floor maps.

    They said it's early production lol.

    It was not ready to come live, that's why it was abusable. Because it was early version. They are still working on it and it will come to game at one point.

    I will judge anti-camp whenever i see in PTB, i don't care how it sounds in paper. I will test it and then i will share my opinion on that.

  • @Majin151 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3542399#Comment_3542399

    You forget the mentality of some survivors if they see a way to abuse a mechanic to annoy the killer they absolutely will regardless if it's "easier to just unhook" or not

    "points to last time they tried implementing an anti camping mechanic"

    When was the last anti-camp mechanic? Original Reassurance? Because that was a group of friends (including the killer) testing the limits of the perk in PTB. It didn't even go live.

  • I genuinely can't see an Anti camp mechanic doing anything good in this game. Would just be straight up abusable.

  • One of the best killer strategies is to hook near a gen thats almost complete and you can camp the hook and the gen now thats no longer gonna be possible, don't like this idea but of course i'd have to test before i can have a conclusive opinion.

  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3543022#Comment_3543022

    They said it's early production lol.

    It was not ready to come live, that's why it was abusable. Because it was early version. They are still working on it and it will come to game at one point.

    I will judge anti-camp whenever i see in PTB, i don't care how it sounds in paper. I will test it and then i will share my opinion on that.

    You got it in reverse. It was not ready because it was abusable. They needed to "still work" on it because they didn't expect survivors abuse it in that way. If they really though it was too early to release, they wouldn't put it to test in a PTB. Simple as that.

  • @Nazzzak said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3543081#Comment_3543081

    When was the last anti-camp mechanic? Original Reassurance? Because that was a group of friends (including the killer) testing the limits of the perk in PTB. It didn't even go live.

    Progress freezing if the killer was near hook even if he was chasing someone this was way before the resident evil chapter


    Swfs abused the mechanic by having 2 people on gens and the one looping the killer on hook if someone got hooked and they only unhooked with old bt might I add if they knew thew were about to go down

  • @Majin151 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3543311#Comment_3543311

    Progress freezing if the killer was near hook even if he was chasing someone this was way before the resident evil chapter

    Swfs abused the mechanic by having 2 people on gens and the one looping the killer on hook if someone got hooked and they only unhooked with old bt might I add if they knew thew were about to go down

    Never heard of this. Any source? Must be a very long time ago if I did not hear about it.

  • @Batusalen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3543265#Comment_3543265

    You got it in reverse. It was not ready because it was abusable. They needed to "still work" on it because they didn't expect survivors abuse it in that way. If they really though it was too early to release, they wouldn't put it to test in a PTB. Simple as that.

    They just said it's early version before PTB but i think you know better than BHVR.

  • @Batusalen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3543265#Comment_3543265

    You got it in reverse. It was not ready because it was abusable. They needed to "still work" on it because they didn't expect survivors abuse it in that way. If they really though it was too early to release, they wouldn't put it to test in a PTB. Simple as that.

    They thought it was too early to release. The version which was tested on the PTB was never planned to be released shortly after the PTB. It was basically a first look at the mechanic, they decided they dont like it and did not go on with it.

    It was not the case that it was planned to release after the PTB but Survivors found a way to abuse it (first time I read that Survivors abused the system, I think overall it was perceived pretty negative from the community, and this from both sides).

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3543420#Comment_3543420

    Never heard of this. Any source? Must be a very long time ago if I did not hear about it.

    It was from one of the old dev streams from 6 years ago #21 at 18:25 also i remembered wrong they had a prototype where they tested it blinding and increasing the timer and bhvr said the alpha testing survivors were gaming it

    My bad

  • @Majin151 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3543436#Comment_3543436

    It was from one of the old dev streams from 6 years ago #21 at 18:25 also i remembered wrong they had a prototype where they tested it blinding and increasing the timer and bhvr said the alpha testing survivors were gaming it

    My bad

    Yeah ok, this is VERY old, no wonder I never heard of it.

  • I think the reason why I remembered it as a infinite hook timer was the few forum posts i saw saying it was when I joined the forums


    Also combine that with the boil over fiasco soon after I joined it gave me a false memory of these exact types of survivors being the ones who gamed it

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