Anti-facecamp bar should be displayed in the HUD for the sake of soloq
So... Since the anti-facecamp bar was implemented, I'm still waiting for it to be visible in the HUD. I'm a soloq player, and it's incredible how many times killers camp and the bar doesn't fill up because teammates run to save the one in the hook, unaware that the killer is camping. A SWF doesn't need to see the HUD to know that they're camping their teammate; the teammate will simply warn them that the bar is rising and that they better get back to their gens. But in soloq, how will they know that the bar is filling up?
Many people complain that the anti-facecamp bar isn't useful, and I think it's not because of the bar itself, but because of the teammates who can't tell if the bar is working or not when a situation like this is happening. It's no use for the one in the hook to see the bar rising if a teammate approaches and it stops, but the teammate doesn't know the killer is there until too late, but they've already wasted all the time in the world going on foot only to turn back, and at that moment the bar stopped working. That time could have been spent on a generator if they'd known the killer was standing at the hook.
Since the change to perks and dynamics that make everything faster in the game, time in this game is valuable, every second you are not repairing gens, healing someone, chasing survivors, kicking gens... that costs you and if the game makes you believe that you can go to save but you waste time walking to the hook and realizing that you shouldn't have gone and you have to return to the generator, from one far point on the map to another... That is giving your time to the killer while they are just standing there doing nothing...
I think it's obvious the killer realizes when it's a SWF because no one's going to the hook, and that's when the bar becomes useful because the killer will tunnel as soon as the survivor unhook alone. BUT at least they'll lose time if they just stay close and the rest can continue on gens. Isn't that the ideal dynamic if the killer is near the hook? I'd like to think that was precisely the idea behind increasing the time between hooks to 70 seconds, to penalize the camp of a killer who does nothing but just stand in one place.
So why can't we see the bar filling up in soloQ? Why does this dynamic seem to be exclusively useful for a swf?
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