Good job on the anti-camp

And we wonder why "we have done a real good job so far" is such a meme

Screenshot 2025-07-04 115620.png

Comments

  • The current anti-camp system has some issues. Killers can still proxy camp or remain near hooks—even after the generators are done—with little to no penalty, while survivors may face penalties for healing or staying still. Additionally, killers receive instant UI notifications when someone is unhooked, which can give them an advantage to respond quickly. To create a fairer experience, it would be great if camping and inactivity penalties applied equally to both survivors and killers. Hopefully, BHVR can adjust the system to better discourage camping and improve overall balance.

  • @UnicornMedal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958750#Comment_3958750

    The specific issue there is that DBD should have had comms from the very beginning. It's the only asymm that doesn't and it shows. Whenever the idea is presented, players advocate against it and then get upset later that friends are talking on Discord. Can't have it both ways.

    Yeah since asymm games have it built in its all about team work, the devs have been slowly building up to that point by making it soon that perks will be visible to other survivors the ones you have chosen to play with so the missmatch wont be an issue here, obviously some players will refuse to change just because but yeah.

    They should at this point add the vc in game and then see how fast stats change.

    Just worries me how it will all play out the upcoming changes.

    I do hope so they have properly tested things out and have been testing it.

    The whole gen rush has to go since its mostly present in the people who use comms, i from now on wont call them swfs since yeah there are people who play with friends but dont use any comms only at the end and start of the game and i think thats fair.

    Comm users are the ones that need balancing

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958845#Comment_3958845

    Cool, as someone who was sort of following the game at that point, here's a fun fact!

    The Devs wanted SWF and KYF in the game at launch, but they put it up to a vote because they couldn't finish both in time.

    The community chose KYF. SWF was always intended, even prior to launch.

    Even if what you claim is true, which it isn't, then that idea held true until Nurse. Who was added in 2016, a couple of months post-launch…nearly ten years ago. And then SWF was added on….the 11th of July 2016.

    Yea it was already kind of in the game for custom lobbies they just added it with a matchmaker for the main game mode. They didn’t even add the emotes until the patch after swf.

    You can clearly hear the game director himself explain the game concept being lack of information in the video, which of course would not be a thing with communication.
    Similar to how the original design intent was hiding stealth and being scared the design of the game changed into what it is now.

    So you have anything to suggest SWF was always intended? I would be interested to see that as someone who has also been following the game from back then.

  • @Coffee2Go said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958849#Comment_3958849

    Yeah since asymm games have it built in its all about team work, the devs have been slowly building up to that point by making it soon that perks will be visible to other survivors the ones you have chosen to play with so the missmatch wont be an issue here, obviously some players will refuse to change just because but yeah.

    They should at this point add the vc in game and then see how fast stats change.

    Just worries me how it will all play out the upcoming changes.

    I do hope so they have properly tested things out and have been testing it.

    The whole gen rush has to go since its mostly present in the people who use comms, i from now on wont call them swfs since yeah there are people who play with friends but dont use any comms only at the end and start of the game and i think thats fair.

    Comm users are the ones that need balancing

    I don't think it'd make a huge difference considering SWFs are still below 50%. It's really hard to balance matchmaking around a game with as many variables as DBD (RNG game pretending to be comp), but then factor into that how many new players are constantly cycling in. It would be a common thing to have to teach people how to play every trial. A lot of players would mute it too.

    BUT, comms would help bridge the gap between solos and SWFs and make it easier to balance the game despite how successful or unsuccessful they may actually be. At that point, the only complaint would be that SWFs are manipulating the matchmaking which wouldn't be a fair claim since Killers equally have the ability to lobby dodge.

    As far as the upcoming changes go, they already have the tools to make it work. The issue is that camping/slugging/tunneling are catchup mechanics that can be used at any stage of the trial. They have two choices—implement a mechanic that's just as strong for survivor (think old hatch and DS) or limit their viability to pure catchup mechanics (scaling difficulty similarly to what 2v8 uses). Knowing BHVR though, I see them ultimately choosing the least effective measure.

  • @UnicornMedal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958862#Comment_3958862

    I don't think it'd make a huge difference considering SWFs are still below 50%. It's really hard to balance matchmaking around a game with as many variables as DBD (RNG game pretending to be comp), but then factor into that how many new players are constantly cycling in. It would be a common thing to have to teach people how to play every trial. A lot of players would mute it too.

    BUT, comms would help bridge the gap between solos and SWFs and make it easier to balance the game despite how successful or unsuccessful they may actually be. At that point, the only complaint would be that SWFs are manipulating the matchmaking which wouldn't be a fair claim since Killers equally have the ability to lobby dodge.

    As far as the upcoming changes go, they already have the tools to make it work. The issue is that camping/slugging/tunneling are catchup mechanics that can be used at any stage of the trial. They have two choices—implement a mechanic that's just as strong for survivor (think old hatch and DS) or limit their viability to pure catchup mechanics (scaling difficulty similarly to what 2v8 uses). Knowing BHVR though, I see them ultimately choosing the least effective measure.

    I think as well they will be forced out of their hands to scale the difficulty but in a bad and worst way possible where casual and randoms and new players will suffer from, and the difference will be minimal on the premades that use comms

  • @Coffee2Go said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958873#Comment_3958873

    I think as well they will be forced out of their hands to scale the difficulty but in a bad and worst way possible where casual and randoms and new players will suffer from, and the difference will be minimal on the premades that use comms

    Most likely. It's too weak in 2v8 as is. When you're really pressed against the wall, it should come in clutch. But often times it's the same boost you'd get from a perk. In order for it to be effective, it has to actively prevent steamrolls on either side.

  • @UnicornMedal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958876#Comment_3958876

    Most likely. It's too weak in 2v8 as is. When you're really pressed against the wall, it should come in clutch. But often times it's the same boost you'd get from a perk. In order for it to be effective, it has to actively prevent steamrolls on either side.

    Well lets see how well they prevent steamrolls on both sides, M1 killers need to be given time to shine not just ability killers, same goes for gen rush some people like to unhook and heal and get points in that category too

    What concerns me badly is the amount of gen rush, if they can successfully make it like half biased i will be positivly surprised.

  • @DarKStaR350z said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958850#Comment_3958850

    Yea it was already kind of in the game for custom lobbies they just added it with a matchmaker for the main game mode. They didn’t even add the emotes until the patch after swf.

    You can clearly hear the game director himself explain the game concept being lack of information in the video, which of course would not be a thing with communication.
    Similar to how the original design intent was hiding stealth and being scared the design of the game changed into what it is now.

    So you have anything to suggest SWF was always intended? I would be interested to see that as someone who has also been following the game from back then.

    Pretty sure all the streams mentioning it are gone and I doubt the vote is still around, but I am pretty sure that it happened. They didn't have time to finish it, but obviously wanted people to play with their friends in some way.

    Cote was describing the game as a whole. Clearly, the vision has changed. They still wanted the game to be a hide n seek game, and looping wasn't even really a thing back then yet. That's how early it was. I'd argue that the introduction of aura perks shows that even if they did hold that vision, it didn't last long at all.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958864#Comment_3958864

    Pretty sure all the streams mentioning it are gone and I doubt the vote is still around, but I am pretty sure that it happened. They didn't have time to finish it, but obviously wanted people to play with their friends in some way.

    Cote was describing the game as a whole. Clearly, the vision has changed. They still wanted the game to be a hide n seek game, and looping wasn't even really a thing back then yet. That's how early it was. I'd argue that the introduction of aura perks shows that even if they did hold that vision, it didn't last long at all.

    Oh yea that’s what I’m saying that it wasn’t the vision at the very start but the vision obviously changed very early on to due the demand from players and who’s to say it would have even been as popular as it is without swf added!

  • @Coffee2Go said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958612#Comment_3958612

    What will be done for the survivors in a full pre-made team purposly using this re-work in their advantage to gen rush?

    Since people in a squad will have real time comms such as texting, voice chat.

    Killer cant counter play that even if they try only meta ability ones can which makes the game fully one sided choice.

    Do enlighten me what do you guys in the team have planned for people who are using that for their advantage? Would prefer if my questions are not ignored since all the devs seem to be the same and dont really give an answer to what can be done to make SWFs become equal footing to casual players randoms?

    Already caught one person on forum stating their games are unbearable with randoms which apperently means that they refuse to play the game because they simply cant properly play the game unless they use texting or vc for their advantage.

    No perk in game can counter real time comms between swfs.

    How are SWFs taking advantage? The progress is slowed when other survivors are near. As long as you are not standing in front of the hook that survivor is going stage 2 when another survivor is around. You are also talking like this is a new system. It's been around for quite some time and SWFs don't abuse it. In reality, if survivors swarm the hook it benefits you the killer if you play it right.

  • @Mr_K said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958617#Comment_3958617

    How are SWFs taking advantage? The progress is slowed when other survivors are near. As long as you are not standing in front of the hook that survivor is going stage 2 when another survivor is around. You are also talking like this is a new system. It's been around for quite some time and SWFs don't abuse it. In reality, if survivors swarm the hook it benefits you the killer if you play it right.

    Honestly it could stand to be buffed on that front. That the bar charges regardless of who's around unless there is an active chase.

  • @Mandy said:

    The anti-face camp is not going to prevent camping, preventing player agency is never the intention with any system - it's giving counterplay to something. You're getting face camped and the bar is going up, you will be able to get off the hook….which if the killer was face-camping previously you couldn't have done without a trade, now you don't need to trade with the survivor on the hook.

    If a killer wants to camp a survivor they can of course do so - we are not removing that, what we're doing is trying to give the survivors tools to counter it - so you can unhook yourself, take chase etc. If the killer is camping, the other survivors should be doing generators, making the killer effectively lose the match.

    If the Tool is entirely reliant on the Killer input, it's not really a Survivor tool, is it? Just a Killer Punishment.

  • @RpTheHotrod said:

    Some sort of forum bug, won't let me edit. That last part is supposed to say it was mostly designed to simply stop BUBBA facecampers.

    I also really like it because if I'm playing killer, I can help survivors who are being trolled by their teammates by leaving them to die on the hook by standing right up against the hook so they can unhook themselves.

    Unfortunately it doesn’t stop face camping basement bubba with his full recharge after a hit add on and max charge add on.

    That guy wants you to self unhook.

  • Friend, being able to defend hooks is part of Killer gameplay, it's 100% intentional to have contests for unhooks. The real purpose of the anticamp wasn't to halt any and all forms of defending a hook, but to halt facecamping, which was the real issue. There was never any good reason to do this and it always felt bad to be on the receiving end of.

  • I honestly feel like people discount the good decisions BHVR has made way too much. They stumble on some things but they've made a lot of decisions I thought were overwhelmingly positive; i've already had a few of my dreams checked off. I still remember when they added auto-buy bloodwebs, I thought to myself, holy #########, they really did it! Then I come back from a break, and suddenly I can spend all my bloodpoints at once and literally just skip massive amounts of levels altogether.

    That alone is great. Quality of life. I like it.

    I also remember when all the original characters and skins got turned into shard purchasable, with only the licensed stuff being paid only. I think that's a super discounted BHVR move that earned them a lot of good will, at least to people who remember it happening.

    Some finnicky systems they're still working out doesn't warrant posts that do nothing but spread negativity. Flaws get patched, fixed, whatever. Negativity bias is just insane.

  • @Mr_K said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958294#Comment_3958294

    And how exactly were you to implement it? Do you want the killer to teleport away or something? The issue with facecamping was it became extremely unlikely to get an unhook. The Dev's made it so you could unhook yourself even at second stage. Don't forget you have more than just the scenario where the killer stands in front of the hook. A killer can have legit reasons to be there.

    I swear killers who camp/tunnel/slug think they'll burst into flames if they make good faith arguments.

    For very obvious reasons that I shouldn't have to state. If the killer isn't camping, then they're not camping. If my argument is "being camped isn't fun" then in what universe is "what if the killer isn't camping?" a counter argument? You might as well asked what the killer's favorite flower is for how relevant it is to this discussion.

    Secondly. People complain about these things because it's not fun. Entity forbid people want to have fun playing a video game.

    Third. I'm not a game developer and I don't need to have a plan to rework the core gameplay of Dead By Daylight to have a discussion about how the way certain people play makes the game a worse experience.

    Lastly. A Dev replied confirming that anti-face camp doesn't prevent camping and somehow killer mains still find a way to argue it does.

  • @Destaice said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958313#Comment_3958313

    I swear killers who camp/tunnel/slug think they'll burst into flames if they make good faith arguments.

    For very obvious reasons that I shouldn't have to state. If the killer isn't camping, then they're not camping. If my argument is "being camped isn't fun" then in what universe is "what if the killer isn't camping?" a counter argument? You might as well asked what the killer's favorite flower is for how relevant it is to this discussion.

    Secondly. People complain about these things because it's not fun. Entity forbid people want to have fun playing a video game.

    Third. I'm not a game developer and I don't need to have a plan to rework the core gameplay of Dead By Daylight to have a discussion about how the way certain people play makes the game a worse experience.

    Lastly. A Dev replied confirming that anti-face camp doesn't prevent camping and somehow killer mains still find a way to argue it does.

    Are replying to the wrong message because I've never made that argument??

    Where am I saying camping is fun? I'm asking you what could be done of it. What could solve the issue that you have with this game element? How can we stop camping from even happening? How do you force the killer not only to leave but not return?

    As for making bad faith arguments. Why are we saying the system didn't work? The survivor in this example has the option to unhook themselves active. Thus the system is providing a means of self escape. Yes, the optimal time to unhook is right before the next stage, but why does that matter here? Even if it did, the survivor clearly has that choice on the timing.

  • @Mandy said:

    The anti-face camp is not going to prevent camping, preventing player agency is never the intention with any system - it's giving counterplay to something. You're getting face camped and the bar is going up, you will be able to get off the hook….which if the killer was face-camping previously you couldn't have done without a trade, now you don't need to trade with the survivor on the hook.

    If a killer wants to camp a survivor they can of course do so - we are not removing that, what we're doing is trying to give the survivors tools to counter it - so you can unhook yourself, take chase etc. If the killer is camping, the other survivors should be doing generators, making the killer effectively lose the match.

    Except that there are so many killers with range that they dont have to face camp and it still forces a trade

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