Buff the Anti-Camp Meter

This rises at such a slow rate, and your teammates are completely unaware of your progress towards saving yourself. So heres the changes:

  • The range of the Anti-Camp Meter beginning to build up is based on the killers base terror radius, relative to their movement abilities
  • The game will recognize add ons and powers like jenners last breath, dredge remnants, Xenomorph tunnels and wazisashi saya and will still count anti camp
  • The game will recognize when the killer is on a second floor and still build up at the same rate, ignoring verticality
  • Survivor teammates can now see your Anti-Camp meter on the HUD
  • Survivors can now hear their terror radius on both stages of the sacrifice process, as well as correcting the bug with the visual aid disappearing on second stage
  • The rate at which Anti-Camp builds up is now based on the killer's base terror radius. First layer: 1%/s. Second Layer: 2%/s. Third layer: 4%/s. All layers are slowed down by half while the killer chases a survivor near the hook
  • Killers with insta down basekit through M2's only (Billy, Bubba, Oni in power) will not be allowed to use their chainsaws and kanobos if they are within 16 meters of the hooked survivor and not in chase

Note: With the new TR based gain rate, killers can still patrol around the hook at the first layer without triggering the system to let survivors unhook themself, but will punish them alot more if they . Certain killers can't garuntee a down and prevent the would be save anymore just by camping with their powers, they will need to M1 first to give that survivor their opening to save, and then its a trade rather than a slug on hook. Killers who try to find methods of camping and surveillance will be punished for camping still. Some solo queue frustrations are corrected now, so your teammates no when to get lost and so you can help yourself.

Lemme know your thoughts, I have a concept for anti tunnel next

Comments

  • I agree that the anti-camp meter definitely needs to be buffed. Though I'd like to add that I think proxy camping needs to be addressed. The most obvious example that I've experienced (numerous times) is the Knight and his AI summons. Many times I've been on hook and he just slaps one of those down right at my feet, meaning no one can unhook me without taking hits from the summon, without a lick of anti-camp meter progress.

  • Why should you be entitled to a 100% safe unhook?

  • @littlehoot said:

    I agree that the anti-camp meter definitely needs to be buffed. Though I'd like to add that I think proxy camping needs to be addressed. The most obvious example that I've experienced (numerous times) is the Knight and his AI summons. Many times I've been on hook and he just slaps one of those down right at my feet, meaning no one can unhook me without taking hits from the summon, without a lick of anti-camp meter progress.

    The guards despawn when you unhook in case you didn't know that. You can't 2 man camp a hook with them, that'd be nuts

  • Its not garunteed to be safe, you can still trade, just no slugging on hook @Zuiphrode

  • @[Deleted User] said:

    Why not having the same system than in the old 2v8 or with the Executioner ?

    • If the killer gets too close of the survivor for a moment, the Entity will teleport the survivor to the furthest hook. The sacrificial progress is paused during the animation.
      • The distance will be set according to the mobility of every killer. The system should trigger earlier for dash / TP based power killer, as the Nurse or the Blight
      • Alike the current Anti Face-Camp system, it does not trigger if a survivor is close by (to avoid Entity's TP when a survivor is about to save him)
    • The killer will not see the aura of the hooked survivor unless he is carrying someone
      • The goal is to avoid the too-fast back-saves, but with keeping the info "don't hook him here, the place is already taken"
      • On 2-floored maps, It also prevents TP-based killers to come back to quickly and to precisely near the hook

    Thats more viable in a gamemode where theres more people to save you, and not enoughtime for killers to hook people, but executioner's cages always send you as far from all players as possible. That would hurt your team more than help

  • @littlehoot said:

    I agree that the anti-camp meter definitely needs to be buffed. Though I'd like to add that I think proxy camping needs to be addressed. The most obvious example that I've experienced (numerous times) is the Knight and his AI summons. Many times I've been on hook and he just slaps one of those down right at my feet, meaning no one can unhook me without taking hits from the summon, without a lick of anti-camp meter progress.

    Uhh… the guards will despawn if you start the unhook action.

  • @Zuiphrode said:

    Why should you be entitled to a 100% safe unhook?

    Why should the killer be entitled to a 100% secured kill, and/or more free downs and hooks just because they hooked ONE survivor?

  • @YamamuraVideoRentals said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3949386#Comment_3949386

    Why should the killer be entitled to a 100% secured kill, and/or more free downs and hooks just because they hooked ONE survivor?

    Why aren't you doing gens while the killer stares pointlessly at a hook?

  • @Zuiphrode said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3949560#Comment_3949560

    Why aren't you doing gens while the killer stares pointlessly at a hook?

    I'm sure you'll be among the first to rush to the forums to cry about gen rushing.

  • @OPXtreme_ttv said:

    This rises at such a slow rate, and your teammates are completely unaware of your progress towards saving yourself. So heres the changes:

    • The range of the Anti-Camp Meter beginning to build up is based on the killers base terror radius, relative to their movement abilities
    • The game will recognize add ons and powers like jenners last breath, dredge remnants, Xenomorph tunnels and wazisashi saya and will still count anti camp
    • The game will recognize when the killer is on a second floor and still build up at the same rate, ignoring verticality
    • Survivor teammates can now see your Anti-Camp meter on the HUD
    • Survivors can now hear their terror radius on both stages of the sacrifice process, as well as correcting the bug with the visual aid disappearing on second stage
    • The rate at which Anti-Camp builds up is now based on the killer's base terror radius. First layer: 1%/s. Second Layer: 2%/s. Third layer: 4%/s. All layers are slowed down by half while the killer chases a survivor near the hook
    • Killers with insta down basekit through M2's only (Billy, Bubba, Oni in power) will not be allowed to use their chainsaws and kanobos if they are within 16 meters of the hooked survivor and not in chase

    Note: With the new TR based gain rate, killers can still patrol around the hook at the first layer without triggering the system to let survivors unhook themself, but will punish them alot more if they . Certain killers can't garuntee a down and prevent the would be save anymore just by camping with their powers, they will need to M1 first to give that survivor their opening to save, and then its a trade rather than a slug on hook. Killers who try to find methods of camping and surveillance will be punished for camping still. Some solo queue frustrations are corrected now, so your teammates no when to get lost and so you can help yourself.

    Lemme know your thoughts, I have a concept for anti tunnel next

    It's not fair to restrict any killer playstyle force them to play in "only correct" way.

    → 3 gen was limited to 8 kicks making a lot of perks less apealing (eruption, overcharge, call of brine, trail of torment)

    → Tunneling was limited by baskit borrowed time

    → Camping was limited with anti-camp meter

    → Slowdown was nerfed with almost every slowdown perk being nerfed a lot

    …

    I don't know if the game feels too repetitive why would people stick in for longer times?