Hot take, anti camp is the most useless thing added

I does not do anything. you can be on hook and have a heartbeat and it just doesnt move, because the killer is now standing 10 meters away camping you instead of 2 meters.

i feel like the anti camp thing would be better if it stopped the hook progress if the killer was to close, instead of letting people jump off. that would help more giving more time for a risky save. one never gets to jump off anyways. and atleast have the anticamp range be the entire terror radius?

it is a useless mechanic at the moment. so it either need a change, or it can altogether be removed.


This is my opinion, feel free to share yours. Do you think it serves its purpose, or does it need something, and if so, what?

Comments

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3922058#Comment_3922058

    I mean, to be fair, you don't see anyone talking about this system having an effect because it worked. You acknowledge it yourself, even people who want to camp started proxy camping instead.

    Facecamping is functionally dead, that means the system was a success.

    Personally, I think this system does have flaws worth tightening up, but there's no getting around the fact that it was pretty damn successful already.

    This depends on perspective.

    If you think the problem is that killers were hitting people on hook or simply waiting for a free down with a hook grab, then maybe the system did something. Although removing hook grabs likely did far more.

    There are certainly ways to face camp with this system. You can just count to twenty and take a few steps back. You can down a survivor near a hook and stand as close as you like. For some killers, 11m is still well within lethality and they can down you on the way to the hook, so who cares?

    But if you consider the core problem to be "killers aren't chasing survivors, they're standing at a hook doing nothing and calling it gameplay" this system has been completely ineffective at that. That, imo, has been the main issue that people wanted addressed.

    And honestly, since the devs are still having to implement some other kind of "anti camp" measure in phase 2, that tells me the goal still hasn't been reached. So removing hook grabs and adding AFC hasn't met the devs goals, nor the goals of people who were asking to meaningfully address camping.

    Personally I find the "strategy" of staring at a hook to be the most boring thing in the game. I can acknowledge that it has a situational place, but that shouldn't be every hook, and certainly not the first hook of the game.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3922090#Comment_3922090

    This depends on perspective.

    If you think the problem is that killers were hitting people on hook or simply waiting for a free down with a hook grab, then maybe the system did something. Although removing hook grabs likely did far more.

    There are certainly ways to face camp with this system. You can just count to twenty and take a few steps back. You can down a survivor near a hook and stand as close as you like. For some killers, 11m is still well within lethality and they can down you on the way to the hook, so who cares?

    But if you consider the core problem to be "killers aren't chasing survivors, they're standing at a hook doing nothing and calling it gameplay" this system has been completely ineffective at that. That, imo, has been the main issue that people wanted addressed.

    And honestly, since the devs are still having to implement some other kind of "anti camp" measure in phase 2, that tells me the goal still hasn't been reached. So removing hook grabs and adding AFC hasn't met the devs goals, nor the goals of people who were asking to meaningfully address camping.

    Personally I find the "strategy" of staring at a hook to be the most boring thing in the game. I can acknowledge that it has a situational place, but that shouldn't be every hook, and certainly not the first hook of the game.

    Not really. The problem it aimed to fix was facecamping, and the system was pretty effective at fixing that.

    Don't get me wrong, like I said above, I agree there are edge cases where it can still happen. Killers like Huntress are lethal enough at the edge of the radius to still be able to functionally facecamp as long as they have LoS on the hook. I'm not against it being improved, more on that in a second.

    What I'm saying is, the problem is killers standing/walking very close to the hook to try and force stages. Between the AFC system forcing them to stand far enough back make actually preventing an unhook difficult, the removal of hook grabs meaning they only get a trade even when they can get in range quick enough, and the increase of hook timers ensuring survivors have longer to punish the killer's inaction, that strategy has taken a heavy blow.

    People chime in to talk about this being an anti FACE camp system because a lot of people want it to be an anti PROXY camp system, and it just isn't. It isn't meant to stop killers from being nearby the hook to start chases or contest unhooks, it's just meant to stop them from being able to stand there and force stages. Aside from some edge cases, it's been pretty overwhelmingly successful at that.

    That's not to say nothing should ever be done about proxy camping and it's definitely not to say the system is perfect. When BHVR put anti-camp in the roadmap, I strongly suspect we're getting improvements to this system, not an entire separate system alongside it. Just that what we have does fundamentally do what it's meant to do as long as you understand what that thing actually is.

  • @cesspoolechochamber said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3921476#Comment_3921476

    Weaker killers based on what? High mmr? Like seriously that's how you want to create gameplay based off of? How about you just play the game and have fun instead of worrying about winning every match.

    By weaker killers i mean people with less game sense. People who don't know how to win. As in, face camping and thinking that's gonna win the game by making survivors rage and die to altruism.

    Good killers were already proxy camping because face camp gives 0 pressure. That's why I say weak killers face camped. Bhvr literally whispered in their ear the wisdom of the ancients and now every killer proxy camps like a pro.

  • @100PercentBPMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3921485#Comment_3921485

    By weaker killers i mean people with less game sense. People who don't know how to win. As in, face camping and thinking that's gonna win the game by making survivors rage and die to altruism.

    Good killers were already proxy camping because face camp gives 0 pressure. That's why I say weak killers face camped. Bhvr literally whispered in their ear the wisdom of the ancients and now every killer proxy camps like a pro.

    no matter what kind of camping it is, there are cases where you should do it depending on map and hook placement. Proxy camping a "useless" hook is the same as facecamping it (talking about pre anti-facecamp meter era)

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3921680#Comment_3921680

    and atleast have the anticamp range be the entire terror radius?

    I wouldnt mind it being buffed to 24 meters. I think 32 is too much.

    Honestly, terror/lullaby radius makes sense. Killers with longer TRs specifically have those for their ability to put out immediate pressure at longer distances. If a killer can be lethal at range, the anti-camp should reflect that. TR wouldn't be perfect for it, since you'd have to sidestep stuff like undetectable, but using a killer's terror/lullaby radius as the basis for their anti-camp radius would make a lot of sense.

    I know we don't get along much Firellius and don't agree on hardly anything, but I actually agree with this. My only issue is, how would we control Killers like Nurse or Ghoul who can instantly zoop to hooks?

    RE: Undetectable - just leave it at the base 16 m for Undetectable. That way you don't get Killers like Wraith or Ghostface or Chucky proxy camping from stealth, but those Killers ALSO are still able to ambush or stalk unhookers properly around hooks as clearly intended by parts of their kit. I mean it's obvious that you're meant to pressure unhooks a bit as Killers like these - just not camp - Ghostface being revealed by hooked Survivors proves this, and it's the sole reason I think it shouldn't be changed unlike what others may say.

  • Is it an effective system if it does not prevent the outcomes that facecamping produced?

    For example, a Bubba standing 16m away from the hook, revving their chainsaw; and a Bubba standing on top of the hook, revving their chainsaw. Both situations will result in death for the rescuer and possibly death for the unhooked Survivor as well.

    AFC did not change that.

  • @NarkoTri1er said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3921717#Comment_3921717

    survivor literally controls the direction of the chase, only brutal zoning Blight or Kaneki can truly shift the chase direction r chase being at edge tile, which is still a 50/50 for killer to successfully redirect it, literally lol.

    I thought this would become basic knowledge by now, but i guess it isn't.

    And survivors can literally zone killer by forcing a down away from a very beneficial hook from the killer, another thing that should be the most basic knowledge, but looks like it isn't.

    Both sides can mindgame each other and do stuff with Pallets to zone each other. That's zoning. Or is forcing a bad vault or dropping pallets no longer key aspects of the game?

    Your PFP is the Oni, I assume you're an Oni Main, if so you already know Oni is an M1 that can zone with his dash to a point. You should be first to know that a Killer, even an M1 Killer, can absolutely direct the chase's direction and zone without an M2. Hell, I do it all the time as Dredge with my Remnant, I've even done it with Ghostface crouch games using Leather Sheath and Pig ambushes. This is because M1 Bread and butter chase requires you to know how to do things like deny pallets, force bad vaults, mindgame Survivors, and zone them into areas that lack pallets or tools to use. Then there's a litany of perks that also help you direct, alter, or change chase such as Bamboozle, the pallet/vault block perks, and perks that auto-break pallets for you.

    Are you telling me you seriously believe Killers have no way to direct or zone a chase at all unless they're Blight or Kaneki? Maybe if you're super high level, but for everyone else? Just not true at all.

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