Please help list all the ways the new anti-camp system will be abused

To be clear it is not so much anti-camp as it is not being around the hook at all. The bar for the Survivor unhook only stops filling if the Killer is beyond 16 meters, with an increasing fill rate as the Killer gets closer. Other Survivors in the radius slow the bar if the Killer is in it but it does not stop.

I can totally see Survivors, especially coordinated ones, taking the chase to the hooked Survivor. The exact opposite of what you do now. The Survivor in chase can get the hooked Survivor off the hook by simply keeping the Killer around. This leaves 2 Survivors working on gens, prior to this, one would have to go for the unhook.

Comments

  • If the range goes through floors like reassurance, then killers will get punished for existing. Also, 16m is is large enough that a survivor could lead you to the hook and loop a nearby pallet. You either give up chase or the survivor self unhooks. And if you give up chase, they are for sure getting that unhook. It removes a lot of the risk of being near a hook while chased as survivor, because it now rewards you for looping near them.

    Theres a hook in RPD for example. Main hall, if your standing inside the main door then its on your left. The hook in there often spawns with a pallet next to it. Right now, looping it while a surv is hooked is a bad idea because the timer will tick down and someone has to trade while the killers near, or you leave and hope a teammate handles it. With this system, looping that pallet now guarantees an unhook. I am aware that the self unhook meter slows if a survivor is near. But I'd take a guess that the base amount would be ~15s and go up like 15 every survivor nearby. So loop for 30s and that survivor jumps off. Obviously this scenario could never happen depending on how the timer changes based on nearby survivors. But in my opinion, it should just not happen when survivors are near. With this system theres no reason to go for a facecamped hook outside of endgame when you could just do gens and wait for them to unhook themselves. Having it stopped completely would encourage more efficient gameplay, rather than prolonging an unhook. This suggestion would also keep the aforementioned risk of looping near a hook that gets removed with this change, because looping near the hook would remove the system entirely.

  • @ProfessorDunwich said:

    To be clear it is not so much anti-camp as it is not being around the hook at all. The bar for the Survivor unhook only stops filling if the Killer is beyond 16 meters, with an increasing fill rate as the Killer gets closer. Other Survivors in the radius slow the bar if the Killer is in it but it does not stop.

    I can totally see Survivors, especially coordinated ones, taking the chase to the hooked Survivor. The exact opposite of what you do now. The Survivor in chase can get the hooked Survivor off the hook by simply keeping the Killer around. This leaves 2 Survivors working on gens, prior to this, one would have to go for the unhook.

    "To be clear it is not so much anti-camp as it is not being around the hook at all." So..anti-camp?

  • How can you even list anything when we know nothing about the system?

  • @Pulsar said:

    How can you even list anything when we know nothing about the system?

    we can at least show what they shouldn't do so they don't do it. We know about the ranges distance, and that survivors nearby will slow the timer in some way. So we can make assumptions on the timer and show how those times would be bad so they can build off of it.

  • @nars said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3433077#Comment_3433077

    we can at least show what they shouldn't do so they don't do it. We know about the ranges distance, and that survivors nearby will slow the timer in some way. So we can make assumptions on the timer and show how those times would be bad so they can build off of it.

    But that's presuming a lot about potential timers.

    If the escape meter gain is minimal at the max distance, and the survivor slows it down further, it's not a viable strategy.

    Even if it was viable, at a minimum it's very risky. The killer now knows exactly where the survivor is trying to loop and if the killer gets a down before the timer reaches, there's now two survivors hooked.

    Not to mention if the survivors don't get the timings down right the hooked survivor could easily progress a hook stage before getting the escape, which is a trade off in favor of the killer.

    And even if the survivor manages to get off the hook before the down, you're potentially just looking at a hook trade, which already exists in the game.

    So for survivors to reliably employ this as a strategy they would need:

    1: The killer to put the survivor on a hook that is easily loopable.

    2: To not just win the loop chase, but do so while keeping the killer close to the hook.

    3: For the other two survivors on gens to be so far away that taking the brief period of time to rescue their teammates while the killer is distracted is not the obvious play. If it takes 5 seconds to go and rescue the hooked survivor, and 5 seconds back to the gen, but it takes 30 seconds of looping to get the survivor to escape on the own, that's 30 seconds the hooked survivor couldn't do anything. The survivors could have had three people on gens while this master looper is plying his trade.

    4: The killer to have engaged in this cat in mouse in the first place.

    Could it be bad, especially on initial release? Sure, but that's just really a question of moderating how much the meter increases at various ranges.

  • I'm ready for these changes, alot of people are complaining about it but I'm looking forward to it because both roles have been in the most stale boring place the last year and neither role really feels challenging or rewarding anymore, killer isn't hard right now and survivor is only hard when you get dummies playing solo who can't read a hud and you get beat by your own team, I've honestly been burnt out as of recently though I've been here since day one and 12,000 hours later lol I've been on a break and this is what would make me actually wanna come back is the new chapter along with these changes that improve the other meaningful interactions in the game

  • @Pulsar said:

    How can you even list anything when we know nothing about the system?

    Agreed. However, I do understand the nerves about it. I have said multiple times on here camping and tunneling need to go but I would be lying if I said I was not nervous about this. I am happy They are at least trying though.

  • And none of this information can be used to form a solid opinion without knowing all about the timer as well, which we do not.

  • @GoodBoyKaru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3433132#Comment_3433132

    And none of this information can be used to form a solid opinion without knowing all about the timer as well, which we do not.

    This. We have no idea what min/max time it will take to fill the meter. The "fastest" could very well be 55 seconds, just barely enough time to avoid going into second state.

  • @[Deleted User] said:

    I hope this is in the PTB.

    Should solve itself before it even gets implemented after the obvious abuses show up.

    The devs have every plan to put it to a PTB, as said on the stream.

  • @Pulsar said:

    How can you even list anything when we know nothing about the system?

    I described the system in the post, saying we know nothing is not accurate.

    @1ettuce said:

    https://forums.bhvr.com/dead-by-daylight/discussion/376151/please-help-list-all-the-ways-the-new-anti-camp-system-will-be-abused

    "To be clear it is not so much anti-camp as it is not being around the hook at all." So..anti-camp?

    There can be gens being protected, other Survivors running around, pallets to break etc. Being by the hook does not necessarily mean you are camping.

    @GoodBoyKaru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3433132#Comment_3433132

    And none of this information can be used to form a solid opinion without knowing all about the timer as well, which we do not.

    It will have same issue as Boil Over, either too strong or useless. They aren’t going to bother if it is the latter.

    @Mushmallow said:

    1. It doesn't stop the progression when a survivor is near. It only slows it down, which means it's easy to abuse.
    2. 16m is giant and will trigger from the killer going through the map or patrolling gens.
    3. The anti-camping mechanic will also activate when multiple survivors are hooked together or near an important gen, 3-gen, or totem.
    4. The survivor on the hook sees the progress meaning they will always know exactly when the killer is in the range.
    5. The killer has no way of knowing if they're in the range or not for certain.

    Excellent points. I highly doubt BHVR has even considered these.

  • @[Deleted User] said:

    I don't understand the people claiming the system may not be subject the abuse in the OP.

    If the timer is too long too prevent face-camping from ruining the game for a player ... what good is it in the first place?

    If it is not, Survivors swarming hooks and pulling chases to hooks is EXACTLY what is going to happen.

    Just put it in the PTB and let's all see what happens.

    There are many more Survivor mains here than Killers. 2 reasons I suspect, have to be way more Survivors for the game to function and they can take casual breaks in game to post here.

    Anything that may make the game worse for Killers is quickly dismissed. Survivors complained about the gen kick meta, that got changed in their favor (with no other gen control for Killers added), then they moved to camping and that is getting changed in their favor as well. They also got huge HUD buffs. Meanwhile, Killers cannot get an FoV slider.

  • You know, when I say I think anti camping measures are actively being targeted and protected by certain types of players so they're less effective and ultimately do nothing...

    This is exactly what I mean. At least post with actual facts from the PTB instead of a pre emptive strike. I'm sure there will be plenty of time to have a biased opinion on Tuesday.

  • This is starting to feel like the same sort of panicking that happened around Fogwise and Blood Rush, both of which were unwarranted. There's no point in running the killer to the hook if they aren't camping. Especially considering killers are faster than survivors and running in a particular direction as opposed to taking advantage of nearby loops is likely to get you downed faster than if you just looped the killer and let a team mate get the unhook (and heal). Plus you're putting both yourself and the newly unhooked person at risk of both getting downed. It doesn't make sense. I can't see it.

  • @ProfessorDunwich said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3433144#Comment_3433144

    There are many more Survivor mains here than Killers. 2 reasons I suspect, have to be way more Survivors for the game to function and they can take casual breaks in game to post here.

    Anything that may make the game worse for Killers is quickly dismissed. Survivors complained about the gen kick meta, that got changed in their favor (with no other gen control for Killers added), then they moved to camping and that is getting changed in their favor as well. They also got huge HUD buffs. Meanwhile, Killers cannot get an FoV slider.

    I think most people play both roles. They may have a preference for one over the other, but they still play both.

    And the perk overhaul of update 6.1 happened because of killer complaints about the survivor meta of UB, DS, DH, and IW. So no, killer complaints aren't dismissed. The gen kick meta got changed up, but BHVR said after 6.1 that meta shake ups will be a regular occurrence. And it is.

  • @Nazzzak said:

    This is starting to feel like the same sort of panicking that happened around Fogwise and Blood Rush, both of which were unwarranted. There's no point in running the killer to the hook if they aren't camping. Especially considering killers are faster than survivors and running in a particular direction as opposed to taking advantage of nearby loops is likely to get you downed faster than if you just looped the killer and let a team mate get the unhook (and heal). Plus you're putting both yourself and the newly unhooked person at risk of both getting downed. It doesn't make sense. I can't see it.

    Chases typically go between tiles. Survivors have a lot of control over where the chase goes.

    Fogwise and Bloodrush are not fundamental parts of every game.

  • @Nazzzak said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3433225#Comment_3433225

    I think most people play both roles. They may have a preference for one over the other, but they still play both.

    And the perk overhaul of update 6.1 happened because of killer complaints about the survivor meta of UB, DS, DH, and IW. So no, killer complaints aren't dismissed. The gen kick meta got changed up, but BHVR said after 6.1 that meta shake ups will be a regular occurrence. And it is.

    I think most people heavily lean towards one role.

    The gen kick perks were nerfed with no alternative for gen control given. No FoV slider. Etc.

  • @[Deleted User] said:

    I hope this is in the PTB.

    Should solve itself before it even gets implemented after the obvious abuses show up.

    Nah. Survivors will abuse it, Killers will point this out, and BHVR will shrug and push it through.

    Then, after Survivors have enjoyed easy unhooks and 4-man SWF escapes are through the roof, and the game is hemorrhaging what few Killers remain; BHVR will adjust it to throw Killers a bone, and Survivors will scream that the game is Killer-sided, and Survivors always get nerfed, and Killers are catered too.

  • @ProfessorDunwich said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3433077#Comment_3433077

    I described the system in the post, saying we know nothing is not accurate.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3433063#Comment_3433063

    There can be gens being protected, other Survivors running around, pallets to break etc. Being by the hook does not necessarily mean you are camping.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3433138#Comment_3433138

    It will have same issue as Boil Over, either too strong or useless. They aren’t going to bother if it is the latter.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3433135#Comment_3433135

    Excellent points. I highly doubt BHVR has even considered these.

    But if you're just near the hook for a second to break the pallet or a survivor is nearby it means much less or nothing?

  • @ProfessorDunwich said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3433239#Comment_3433239

    Chases typically go between tiles. Survivors have a lot of control over where the chase goes.

    Fogwise and Bloodrush are not fundamental parts of every game.

    My point regarding the perks is the panicking around them before we even saw them in action. And they ended up being nothing to the point where I haven't seen a single complaint about them once they went live.

    Most survivor mains who have played this game long enough have a sense for what will or won't be an issue in their gameplay. Engaging a survivor in chase, they'll either be bad and you'll down them fast or they'll be good *because* they know how to work the tiles and buy their team time. It's not efficient to lead the killer to a hooked survivor. You risk both survivors going down. It's efficient to buy your team time to get the unhook and heal while the killer is distracted.

  • The more I think about this system, the more game I am to see it tested. Obviously a lot will depend on the numbers we don't know, and anything can change between PTB and Live if problems do arise, but they've given themselves a lot of leeway to let this system be impactful because the "fail state" for the killer isn't actually that bad if you aren't facecamping.

    If you're trying to spread pressure and cycle through targets, you're going to expect that a survivor is unhooked anyway, pushing them from stage 1 to stage 2 or from stage 2 to dead doesn't really happen unless they've been left there for long enough that you only have to fend off survivors coming for the save for a few seconds. This is an area we don't know the effects of this system on, because we don't know the numbers; if it takes long enough to fill up that you have that spare ten to fifteen seconds, great, you can still punish mistakes just as well as live and nothing's changed. If not, that can be tweaked.

    If a survivor tries running you near the hook, though, what's the worst case scenario? You occupy two survivors for however long it takes for that meter to fill up (meaning the generator efficiency with all survivors still alive is down a whopping 50%), and unless you get completely clowned on, you've got an injury + you're likely to have a down to replace the self-unhook with. That's a trade, those happen all the time in live and it's not actually a huge deal for you.

    The better case scenario for survivors running you to the hook is that you down them before the meter fills all the way. That way it's definitely a trade at minimum and even has the potential to be two on the hook if you're on the ball; that makes running the killer to the hook a risk, not a guaranteed-value avenue for abuse like it would be if the system disabled powers or applied debuffs.

    In short, I don't really see the value in trying to think of ways this system will be abused unless it's to make note of for testing later. We just don't know enough specifics and what we know sounds mostly fair. The only time this system ought to have a huge effect, on paper, is if you're putting all your eggs in one basket and don't have any hook states or pressure on the other survivors- in other words, if you're camping.

  • @jesterkind said:

    The more I think about this system, the more game I am to see it tested. Obviously a lot will depend on the numbers we don't know, and anything can change between PTB and Live if problems do arise, but they've given themselves a lot of leeway to let this system be impactful because the "fail state" for the killer isn't actually that bad if you aren't facecamping.

    If you're trying to spread pressure and cycle through targets, you're going to expect that a survivor is unhooked anyway, pushing them from stage 1 to stage 2 or from stage 2 to dead doesn't really happen unless they've been left there for long enough that you only have to fend off survivors coming for the save for a few seconds. This is an area we don't know the effects of this system on, because we don't know the numbers; if it takes long enough to fill up that you have that spare ten to fifteen seconds, great, you can still punish mistakes just as well as live and nothing's changed. If not, that can be tweaked.

    If a survivor tries running you near the hook, though, what's the worst case scenario? You occupy two survivors for however long it takes for that meter to fill up (meaning the generator efficiency with all survivors still alive is down a whopping 50%), and unless you get completely clowned on, you've got an injury + you're likely to have a down to replace the self-unhook with. That's a trade, those happen all the time in live and it's not actually a huge deal for you.

    The better case scenario for survivors running you to the hook is that you down them before the meter fills all the way. That way it's definitely a trade at minimum and even has the potential to be two on the hook if you're on the ball; that makes running the killer to the hook a risk, not a guaranteed-value avenue for abuse like it would be if the system disabled powers or applied debuffs.

    In short, I don't really see the value in trying to think of ways this system will be abused unless it's to make note of for testing later. We just don't know enough specifics and what we know sounds mostly fair. The only time this system ought to have a huge effect, on paper, is if you're putting all your eggs in one basket and don't have any hook states or pressure on the other survivors- in other words, if you're camping.

    You are going to expect a Survivor to be unhooked by another Survivor, which takes that one off gens. It is absolutely a huge thing if a Survivor can unhook themselves.

  • @ProfessorDunwich said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3433292#Comment_3433292

    You are going to expect a Survivor to be unhooked by another Survivor, which takes that one off gens. It is absolutely a huge thing if a Survivor can unhook themselves.

    But if you aren't camping and another survivor runs you to the hook, that survivor is taken off gens. Because you're chasing them.

  • We don't even have numbers on rates of how fast it fills at what distance with and without survivors present.

    Calm down with the fearmongering. You can't claim survivors will be able to abuse a system you don't fully understand.

    If numbers need changes based on the PTB, they'll change them.

    Until then, please kindly take a deep breath. The sky isn't falling. Everything will be okay.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3433132#Comment_3433132

    Why is the term "face camping" being used, if the system goes out 16 meters? How on earth is that face camping?

    Isn’t that just from the basement hook to like the top of the stairs?

  • @ProfessorDunwich said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3433242#Comment_3433242

    I think most people heavily lean towards one role.

    The gen kick perks were nerfed with no alternative for gen control given. No FoV slider. Etc.

    You were given an alternative. The self healing nerfs. More players, on average, playing injured means chases/downs are now quicker. But since you are upset about anti-camping measures I'm going to assume you don't engage in chase much which is why you don't see how the self healing nerfs were decent compensation.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3433239#Comment_3433239

    It works like this:

    Currently, one person on the hook requires two Survivors to ensure an unhook if the Killer is close. One to pull the chase, and the second to unhook. This leaves one Survivor to work gens.

    With this change, you only need the one Survivor to chase. They don't have to literally stand next to the hook, just be passing within 16m on a regular basis. This leaves two Survivors to do gens. If the runner gets caught, just one Survivors is pulled to free the first hook, and you go right back to the same model.

    Note that the runner getting downed is already a risk. This changes makes it no more dangerous, but cuts the needed manpower in half.

    Maybe it works like that with swfs, but more often than not there is one survivor going for unhook and if the killer is face-camping then it's generally a hook trade. The only time I see multiple survivors converging on a hook is during endgame, when this mechanic is disabled anyway.

    If another survivor is taking chase around the hook, the meter slows down. We don't even know by how much yet. But it could be enough that by the time that survivor is downed, the meter isn't even full. So the killer has two on hook now. Now the 2 Survivors on gens will be pulled off - one to save the hooked survivor, and the other now engaged in chase with the killer. And the game can easily snowball in the killer's favour at that stage.

    It's not efficient to purposely take chase around a hooked survivor. Keeping the killer distracted, while one person remains on gens and the other goes for a save and heal, is more efficient.

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3433313#Comment_3433313

    Isn’t that just from the basement hook to like the top of the stairs?

    You mean "Far away enough, that you can't even see the survivor's face anymore"?

  • The system is good in theory but it could easily be the biggest nerf killers have ever received, if the numbers are wrong. I'll trust, that they know this and will closely monitor the PTB to not make that mistake.

  • @Mushmallow said:

    1. It doesn't stop the progression when a survivor is near. It only slows it down, which means it's easy to abuse.
    2. 16m is giant and will trigger from the killer going through the map or patrolling gens.
    3. The anti-camping mechanic will also activate when multiple survivors are hooked together or near an important gen, 3-gen, or totem.
    4. The survivor on the hook sees the progress meaning they will always know exactly when the killer is in the range.
    5. The killer has no way of knowing if they're in the range or not for certain.
    1. How does that make it easy to abuse? Are you referring to someone just infinity looping the killer near the hook in order to 'abuse' the system? Because then they might as well infinity loop the killer away from the hook and let someone rescue. How 'abusable' this is depends entirely on the time it takes for the bar to fill if a survivor is nearby.
    2. 16m is not giant, and the fill rate is based on distance, so skirting the edge will likely not push the bar that much.
    3. Camping multiple things at the same time doesn't make it not camping, I'm not sure why this would make a difference.
    4. They will likely also be able to do so by using their eyes and ears. Most killers have a terror radius, and if a killer is invisi-camping, well, they're still camping. And did they even confirm that the survivor sees the progress?
    5. Did they confirm this?
  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3433135#Comment_3433135

    1. How does that make it easy to abuse? Are you referring to someone just infinity looping the killer near the hook in order to 'abuse' the system? Because then they might as well infinity loop the killer away from the hook and let someone rescue. How 'abusable' this is depends entirely on the time it takes for the bar to fill if a survivor is nearby.
    2. 16m is not giant, and the fill rate is based on distance, so skirting the edge will likely not push the bar that much.
    3. Camping multiple things at the same time doesn't make it not camping, I'm not sure why this would make a difference.
    4. They will likely also be able to do so by using their eyes and ears. Most killers have a terror radius, and if a killer is invisi-camping, well, they're still camping. And did they even confirm that the survivor sees the progress?
    5. Did they confirm this?

    i kinda agree with u on most of them points but number 3 nah. Why would the killer leave two hook survivors in close proximity. It just no point in looking for someone else seeing u got half of the team on hooks and the other half coming to get them. One survivor fair enough but two?? We just asking for the killer to be incompetent in that scenario.

  • @Pulsar said:

    How can you even list anything when we know nothing about the system?


  • @NoHookDC said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3433141#Comment_3433141

    Nah. Survivors will abuse it, Killers will point this out, and BHVR will shrug and push it through.

    Then, after Survivors have enjoyed easy unhooks and 4-man SWF escapes are through the roof, and the game is hemorrhaging what few Killers remain; BHVR will adjust it to throw Killers a bone, and Survivors will scream that the game is Killer-sided, and Survivors always get nerfed, and Killers are catered too.

    How can someone be so bitter and so oblivious at the same time? The Killer-Bubble is really strange.


    @Topic:

    "The Survivor in chase can get the hooked Survivor off the hook by simply keeping the Killer around."

    Yeah, OR a Survivor crouching next to the Hook because they think the Killer will suddenly stop camping will prolong the camping while keeping two Survivors away from Gens this way.

  • @Mushmallow said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3433138#Comment_3433138

    No. The timer should not progress at all if a survivor is in the range. 16m is also way further out than facecamping. It still punishes the killer for camping even if it's because two survivors are hooked close together or next to an important generator or totem. The hooked survivor instantly sees when the killer is in a (currently) giant range. And there was no mentioned mechanic that lets the killer know if they are in the range.

    The timer does not matter. It can't be longer than 60s, because that's the default hook state timer. The range means the killer has to step a huge distance away even if it would punish the killer for a good play (camping multiple nearby hooked survivors or hook near important gens/totem). If it takes a super long time, the killer steps out for a few seconds immediately after hooking, then steps back in for the rest of the hook phase. Makes it mostly worthless. If it's even a tiny bit quicker at all, or if survivors are already waiting nearby when the hook first happens even if it takes a super long time, it again punishes the killer for making the only smart play available to them. Chasing any of them is a misplay. Leaving the hook is a misplay.

    Ergo, the timer doesn't matter. Either the timer takes too long and the mechanic is pointless. Or the timer doesn't, and it's free range for abuse.

    Say, for example, the timer increases at a rate of 10% a second within 5m (10 seconds to be able to escape) to the survivor and a rate of 2% a second within 5m and 10m (50 seconds to be able to escape), and within 10m and 16m at a rate of 1% a second (100 seconds to be able to escape). These values are decreased by 50% per survivor within a 16m radius. Suddenly, you could proxy camp without fear because you're guaranteeing second stage anyway, and you'd only have to step away from the 16m range for ~23 seconds and you've got a guaranteed kill (unless a survivor is nearby), however if you decide to. Facecamp or camp very close the survivor is able to escape within the hook state limits. You're not punished for going to a gen to kick it, because you have 10 seconds to get out of the 5m range, and ~13 to get out of the range entirely, unless other survivors are nearby.

    However, if the values were 50% within 5m, 30% within 5-10m, and 25% within 10-16m, and de teased by 10% per nearby survivors, it would be very easily abused.

    Do you see my point? You cannot conclude anything off of pure guesswork, you can only estimate what you think will happen based on previous experiences with these types of mechanics (that BHVR has been trying to get right since literally Year 2 when they first answered a question about an anti camp mechanic)

  • survivor is hooked on the 2nd floor of the garden

    you just run from below and win

  • and do not forget that 16 meters on the gideon turns into 32

  • Don´t worry, i´m confident that survivors won´t abuse such a mechanic like they did in the past with Basekit BT.

    emyhj.jpg


  • @Mushmallow said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3433463#Comment_3433463

    That’s… my point. It either builds so slowly it doesn’t matter and doesn’t prevent anything if someone wants to camp. Or it builds quick enough that it actively incentivizes abusing it. And the proposed information we were given does not mention anything to make an exception for strategic camping in which the timer would be deactivated, even though it would be indisputably stupid to punish.

    Example scenarios of the above:

    1. Multiple survivors hooked close together
    2. Survivor hooked near a 3-gen
    3. Survivor hooked near an important gen (which gen is important can change throughout a match)
    4. Survivor hooked near an important totem

    It either builds so slowly it doesn’t matter and doesn’t prevent anything if someone wants to camp

    Which is good and fine, because the devs specifically said that they don't have an issue with camping but with facecamping. It's a mechanic against facecamping and was always marketed as such (like it's literally called anti-faceamping, not anti-camping), because the devs realise that there's no way for them to realistically punish all forms of camping because often it can feel necessary. It's the stand in front of a survivor until they die, not moving at all type of gameplay that they want to penalise with this addition, not camping as a whole.

    And if a Survivor is able to loop you within 5m of a hooked survivor, then there's something going terribly wrong there.

  • @Mushmallow said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3433434#Comment_3433434

    1. The survivors don’t even need to loop. They stand at 16m. A huge distance that’s far enough the killer has to leave a far distance before they can begin chase and can easily cost a lot of time in the chase because of the starting distance.
    2. 16m is Kindred range. That is very big. That’s also not facecamping if someone is 16m away. Even 10m away isn’t facecamping, to be blunt. Any further than 10m range on this mechanic is stupid and doesn’t affect what it’s meant to target.
    3. Because a killer is literally stupid if they don’t camp in that situation. They are throwing away pressure for free after a good play or decision which led to this advantageous circumstance. Punishing the killer for playing correctly is stupid. This isn’t the same as reckless facecamping which is what devs dislike and are targeting. You know, facecamping without a care from 5 gens? Camping isn’t inherently a problem. It’s a strategy devs design this game around.
    4. You can watch the stream and see the news post.
    5. You can watch the stream and see the news post.
    1. What, as killer, are you doing where the survivor can just stand at 16 meter range, if not camping? Chase the guy! Survivor just walked up to you instead of making you cross the entire map and play hide and seek to find them.
    2. Yeah, it's not about facecamping, it's about camping. 10 meter range is less than 3 seconds out, the unhook animation alone is like a second, and that's assuming you can start it without the killer noticing.
    3. 'Punishing the killer for playing correctly', bro, camping was always a good choice to make, any move to punish camping would always be 'punishing the correct play', because the tactic is overly efficient and needs a nerf. Besides, you can still camp, you just can't camp it to death is all. And before you start: No. Remember that the guy explaining the anti-camp system opened up by specifically talking about being able to make unhooks. Just because you're a liiiiiittle bit further away doesn't make it suddenly 'not a problem'. Facecamping, proxy camping and 'regular' camping are all the exact same problem.
    4. & 5. This is pre-PTB. Way too early.
  • @Mushmallow said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3433974#Comment_3433974

    1. Don’t be stupid. If two survivors are standing apart at 16m, then leaving is giving one a free unhook for no reason, while the large starting distance gives a big advantage and time-cost to chase the other. There is no good reason to chase either.
    2. Don’t be stupid. The devs said it was for facecamping, not camping. They have distinguished the two lots of times.
    3. Don’t be stupid. Camping is not always the best play. It was for a few patches because of overpowered regression perks that are no longer issues post-nerfs. Punishing the player for playing smart is still stupid.
    4. Don’t be stupid. Proxycamping and regular camping are not a problem, and also not what this mechanic is meant to target.
    5. So you admit you were wrong and that it’s left entirely on hoping BHVR will correct those issues. Thanks.
    1. What do you mean 'Free'!? They're investing two survivors' time on a one-man job, AND they're making your job easier by making you not have to go only 16 meters to get to a survivor instead of the breadth of the map, AND you don't have to find anyone. This is legitimately starting to sound more like 'anti-camp is fine, so long as it doesn't interfere with me camping'.
    2. 'The devs said it was for facecamping' - No, the dude that introduced the system stated that the problem is not being able to go for an unhook. That's ALL camping, not just facecamping.
    3. Take the right build, camping is still broken as F. It requires a lot of coordination from survivors to break even with it and the slightest slip-up on their part makes it a landslide victory for the killer. It continues to be a problem, and a lynchpin behind other balancing issues.
    4. See 2.
    5. Was I wrong? Or is this you getting your knickers in a twist and failing to read what I wrote?
  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3433982#Comment_3433982

    1. What do you mean 'Free'!? They're investing two survivors' time on a one-man job, AND they're making your job easier by making you not have to go only 16 meters to get to a survivor instead of the breadth of the map, AND you don't have to find anyone. This is legitimately starting to sound more like 'anti-camp is fine, so long as it doesn't interfere with me camping'.
    2. 'The devs said it was for facecamping' - No, the dude that introduced the system stated that the problem is not being able to go for an unhook. That's ALL camping, not just facecamping.
    3. Take the right build, camping is still broken as F. It requires a lot of coordination from survivors to break even with it and the slightest slip-up on their part makes it a landslide victory for the killer. It continues to be a problem, and a lynchpin behind other balancing issues.
    4. See 2.
    5. Was I wrong? Or is this you getting your knickers in a twist and failing to read what I wrote?

    you are literally wrong, to save a survivor or make camping ineffective you need either 2 perks or 3 survivors who will simply rescue the survivor from the hook in a crowd

    just use 2 perks, increasing the time on the hook by +60 seconds, then wait for 99% of stage 1, save the survivor, and even if you fall by the end of your stage, all the generators will be completed and your allies will just have to run, three surv bb killer and easily escape through the gate

  • @Mushmallow said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3434002#Comment_3434002

    1. You misspelled "2 survivors nearby forces camping as the only smart play". The fourth is on a generator. If you chase the other that has a large advantage due to starting 16m away which will make the chase take a while, you give an uncontested unhook to the other. If you stay, you now get punished by them self-unhooking for not playing stupid. Don’t be stupid.
    2. Rewatch the stream. Devs explicitly said facecamping. Non-facecamping allows for trades. Don’t be stupid.
    3. Splitting up on gens hard-counters camping in time efficiency. The killer cannot pressure non-nearby gens in any strong way while camping. Regression perks were also balanced out. Situational strategies are strong for the exact specific situation they are designed to excel in. Don’t be stupid.
    4. Rewatch the stream. The mechanic is only for facecamping. Don’t be stupid.
    5. So you admit you are wrong, because the stream mentioned the survivor can see and nothing was mentioned for the killer to tell. Glad to know you didn’t watch the stream you’re busy arguing about.
    1. Quick question, just please, think it over for a second: That survivor that's standing 16 meters from the hook (Not doing a gen, by the way), if he wasn't pulling off that tactic, how far away would he be from you as the killer? More, or fewer than sixteen meters away?
    2. Dev also said 'the problem is being denied the ability to make a save'.
    3. Okay, so now you're arguing that it is a tremendously inefficient method of play, so why do you care that it's getting nerfed, then?
    4. See 2.
    5. I will ask again: Was I wrong, or did you get your knickers in a twist and fail to read what I wrote? But judging from the fact that you're repeating 'don't be stupid' as some kind of mantra, I'm going to guess that you saw someone disagree with your take and just saw red from that point onward.

    Just as a thought experiment: Consider the situation you are painting up with the two survivors on opposite sides of the hook, and compare it to the situation as it is at the moment. What are survivors going to do under the current system, and how does that compare to the 'abuse' situation? Because from what I'm seeing, that 'abuse' situation is literally flat-out better for the killer than the more likely situations that occur under the current system.

    @sanees said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3434002#Comment_3434002

    you are literally wrong, to save a survivor or make camping ineffective you need either 2 perks or 3 survivors who will simply rescue the survivor from the hook in a crowd

    'Just clog your build with perks that only work for camping and then execute a perfect strategy in perfect coordination with total strangers and no communication to counteract the killer putting in effectively no effort whatsoever.'

    Okay.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3434008#Comment_3434008

    1. Quick question, just please, think it over for a second: That survivor that's standing 16 meters from the hook (Not doing a gen, by the way), if he wasn't pulling off that tactic, how far away would he be from you as the killer? More, or fewer than sixteen meters away?
    2. Dev also said 'the problem is being denied the ability to make a save'.
    3. Okay, so now you're arguing that it is a tremendously inefficient method of play, so why do you care that it's getting nerfed, then?
    4. See 2.
    5. I will ask again: Was I wrong, or did you get your knickers in a twist and fail to read what I wrote? But judging from the fact that you're repeating 'don't be stupid' as some kind of mantra, I'm going to guess that you saw someone disagree with your take and just saw red from that point onward.

    Just as a thought experiment: Consider the situation you are painting up with the two survivors on opposite sides of the hook, and compare it to the situation as it is at the moment. What are survivors going to do under the current system, and how does that compare to the 'abuse' situation? Because from what I'm seeing, that 'abuse' situation is literally flat-out better for the killer than the more likely situations that occur under the current system.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3434007#Comment_3434007

    'Just clog your build with perks that only work for camping and then execute a perfect strategy in perfect coordination with total strangers and no communication to counteract the killer putting in effectively no effort whatsoever.'

    Okay.

    because this nerf affects everyone, even non-campers

    these 16 meters = 32 on the gideon

    The survivors will exploit it

    all you want is constant free escapes, but please think for at least 1 second and understand that it is wrong to punish all the killers

  • This says nothing

    What if a survivor being near means the bar fills so slowly the survivor on hook dies before it gets filled?

    No point in discussing something we don't know the details about yet

  • @Mushmallow said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3434017#Comment_3434017

    1. Doesn’t matter. Chasing is a misplay. But not chasing now punishes you thanks to this system exploit possibility.
    2. You aren’t denied making a save if the killer is that far away. Hook trading is not denying a save. Bubba is a solo exception problem specifically because of his power.
    3. Because it punishes the situational strategy being used in the exact situations it’s meant to be used and do well in, not just the “reckless camp literally any timel idiocy?
    4. If you actually watch the stream, you’d notice devs say they aren’t targeting proxycamping, only facecamping.

    Do a favor and watch the stream before you waste time on another reply.

    1. Listen, if you feel that you should just be able to sit under hook and camp a survivor to death, then I hate to break it to you, but no matter how the anti-camp measures are designed, you are not going to like it. That is very much a -you- problem. If you believe that 'chasing is a misplay' in any situation where you have a survivor on the hook, you are the problem, and these measures are addressing it. You are not going to like the outcome.
    2. 'Hook trading is not denying a save!' Where's your blabber about effective strategies now?
    3. So it's inefficient AND situation and yet you are still up in arms over it.
    4. Targeted denial of saves.

    How about you address the actual scenario?

  • @AGM said:

    We don't even have numbers on rates of how fast it fills at what distance with and without survivors present.

    Calm down with the fearmongering. You can't claim survivors will be able to abuse a system you don't fully understand.

    If numbers need changes based on the PTB, they'll change them.

    Until then, please kindly take a deep breath. The sky isn't falling. Everything will be okay.

    History shows this not to be the case.

  • @Mushmallow said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3434059#Comment_3434059

    Doesn't matter, it shouldn't exist at all. And if it's that slow, there's no point adding it in the first place. More than 0 is stupid.

    The point would be that if a killer is facecamping and a survivor enters the radius when the meter is 99 it shouldn't stop filling.

    Also i disagree. Nobody likes facecamping. Even facecampers would rather be able to win in a normal way. But adjustments to make that happen can't be done untill it's gone

  • @Mushmallow said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3434017#Comment_3434017

    1. Doesn’t matter. Chasing is a misplay. But not chasing now punishes you thanks to this system exploit possibility.
    2. You aren’t denied making a save if the killer is that far away. Hook trading is not denying a save. Bubba is a solo exception problem specifically because of his power.
    3. Because it punishes the situational strategy being used in the exact situations it’s meant to be used and do well in, not just the “reckless camp literally any timel idiocy?
    4. If you actually watch the stream, you’d notice devs say they aren’t targeting proxycamping, only facecamping.

    Do a favor and watch the stream before you waste time on another reply.

    You cannot be chasing someone properly when your camping. Your either chasing or camping. This changes punishes facecamping.

    If your getting interupted from performing the unhook action, you are facecamping. Hook trading is face camping. a big reason why they are choosing 16 meter is ranged killers and while you can still be interrupted, you should be able to side-step projectile from that distance.

    you are correct they are not targeting proxy camping. you can still stand 32 meters away with make your choice and directly return the hook after the unhook has been performed. they are punishing stand-still at the hook and hook-grabbing gameplay.

  • @Mushmallow said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3434560#Comment_3434560

    If someone is clearly waiting nearby to get an unhook, it is stupid to leave. It is even stupider to expect or force the killer to leave by punishing them with a free self-unhook if they don’t play stupid on purpose.

    Hook trading is not a concern. BHVR’s explicit statement is that they have an issue when the unhook can be prevented. That is not the same as hook trading. If a killer is further than 10m away, they cannot prevent the unhook. They can force a hook trade. Going down after unhooking them is not a problem. Not being able to unhook them at all is.

    according to how BVHR described the system, they stated that if a survivor is near a hooked survivor the system pauses. Your not getting punished for a survivor being nearby. your getting punished for hooking a survivor and standing still directly near the hook from very first second in attempts to force second hook states and third hook states. The whole concept of losing hook-states over-time is suppose to happen organically by the survivor misplaying by being late to get the unhook but camping has evolved to an entire strategy for killer to exploit and force skip hook-states/force kills. Their balance towards camping is following their scourage hook: monstrous shrine perk where the perk speeds up hook regression when your far away but does not activate when the killer is nearby.

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