Anticamp range needs an increase

I'm noticing more and more that if you get hooked in a corner of a map a killer can just play gatekeeper and camp that corner and hit anyone who tries to save and the anticamp meter will not increase at all. In this respect there's literally no difference between them doing that and face camping. This shouldn't be possible and if BHVR is actually serious about anticamp features the anticamp meter needs a serious increase in range like 8-10m.

Comments

  • @Xendritch said:

    I'm noticing more and more that if you get hooked in a corner of a map a killer can just play gatekeeper and camp that corner and hit anyone who tries to save and the anticamp meter will not increase at all. In this respect there's literally no difference between them doing that and face camping. This shouldn't be possible and if BHVR is actually serious about anticamp features the anticamp meter needs a serious increase in range like 8-10m.

    They tried it and nobody like it.

  • It's pretty difficult to implement a change that keeps killers from proxy camping, because survivors can use this mechanic for free self-unhooks. There are already people who use the current mechanic for free self-unhooks by looping around the hooked survivor.

    Incentives to chase and leave the hook are the better way to go imo.

  • @Angy_Quentin said:

    It's pretty difficult to implement a change that keeps killers from proxy camping, because survivors can use this mechanic for free self-unhooks. There are already people who use the current mechanic for free self-unhooks by looping around the hooked survivor.

    Incentives to chase and leave the hook are the better way to go imo.

    This doesn't work because the timer doesn't go up when there is another survivor nearby. Anytime the Resolve bar fills up, it is more than clear that it is deserved and not "free"

  • @dangersmymidd1ename said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4118605#Comment_4118605

    This doesn't work because the timer doesn't go up when there is another survivor nearby. Anytime the Resolve bar fills up, it is more than clear that it is deserved and not "free"

    I think they did try it and it made maps like the game,midwich, basically the 2 multiple floor maps difficult to play on because it went through floors so a killer could be downstairs and still give progress. So I wouldn't say its deserved to be downstairs of midwich and still give someone a whole floor away progress.

  • @supersonic853 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4118624#Comment_4118624

    I think they did try it and it made maps like the game,midwich, basically the 2 multiple floor maps difficult to play on because it went through floors so a killer could be downstairs and still give progress. So I wouldn't say its deserved to be downstairs of midwich and still give someone a whole floor away progress.

    I think this is how it still works - because it works in the basement. On those maps where it goes through floors, the same mechanic of survivors being nearby also works. The only times I regularly see the Resolve bar being full is when the killer is clearly camping (usually to their own detriment).

    What I would like is some improvement like adding more immunity after self-unhook, because if you are facecamped and jump off in their face, you can still be downed again very quickly if not instantly.

    Also they need to remove the timer being paused when a teammate is slugged by the hook. That is definitely abused by killers dumping the body under the hook to stop the timer.

  • @dangersmymidd1ename said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4118605#Comment_4118605

    This doesn't work because the timer doesn't go up when there is another survivor nearby. Anytime the Resolve bar fills up, it is more than clear that it is deserved and not "free"

    That is not exactly how it works. Basically the game calculates, if, and by how much, a killer is closer to the hook than a survivor. That mechanic can be used to loop in a certain way and allow for self-unhooks. I'll admit, it is not easy to do right now, but an increase to the range of the anti-camp mechanic would make this tech a lot easier.

  • It's been demonstrated that skilled survivors already can abuse the anti-FACE-camp mechanic the DbD currently has.

    https://www.youtube.com/watch?v=n4b6HSI9XzU

    Extending the range would just lead to:

    • more abuse of the mechanic like this,
    • punishment of entirely innocent killers, and
    • slugging.

    So how would it improve the game?

  • @dangersmymidd1ename said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4118625#Comment_4118625

    I think this is how it still works - because it works in the basement. On those maps where it goes through floors, the same mechanic of survivors being nearby also works. The only times I regularly see the Resolve bar being full is when the killer is clearly camping (usually to their own detriment).

    What I would like is some improvement like adding more immunity after self-unhook, because if you are facecamped and jump off in their face, you can still be downed again very quickly if not instantly.

    Also they need to remove the timer being paused when a teammate is slugged by the hook. That is definitely abused by killers dumping the body under the hook to stop the timer.

    Oh I know but there was still nuance too it with how big it was. Basement it makes more sense because theres no reason to be around there. But the larger you make it the more area thats blocked off from the killer for doing other things. If im downstairs kicking pallets or patrolling am I camping? Because the bars going up survivors can see that. Maybe i have a spread on the lower floor of gideon I am looking for survivors at but im still in the extended range. And survivors knowing this and itll get the person a pull off will just leave the range once they see the bar filling. Its anti camp not anti be within 20 meters including through floors doing other things. Agreed on the other examples though they should have accounted for those.

  • @ForTheEntity said:

    It's been demonstrated that skilled survivors already can abuse the anti-FACE-camp mechanic the DbD currently has.

    https://www.youtube.com/watch?v=n4b6HSI9XzU

    Extending the range would just lead to:

    • more abuse of the mechanic like this,
    • punishment of entirely innocent killers, and
    • slugging.

    So how would it improve the game?

    And what about this video makes you think these are skilled killers being tricked so egregiously? The fifth time one fell for pebble?

    I do think anti-camp is fine as is.

  • @FerrousFacade said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4118632#Comment_4118632

    And what about this video makes you think these are skilled killers being tricked so egregiously? The fifth time one fell for pebble?

    I do think anti-camp is fine as is.

    What does that matter?

    What matters is that they were able to weaponize the anti-facecamp system to be able to unhook themselves. This is certainly not an intended feature of the anti-facecamp mechanic.

  • Doing a flat increase to Anti-Camp I think would be a mistake, they tried it once and it was much too punishing to killers with objectives or survivors in the area. Personally, I'd like to see the range increased specifically for basement, as you really don't have to be far to camp the hell out of basement.

    I'd also like to see more killer powers act like Henry's (although this crosses a bit into anti-tunnel) where they do not allow for double hits or teleporting back to hook nearly as much, and the effect actually LINGERS for a few seconds so the killer can't just wait until right after the unhook.

    This is more so just a concept, but I'd also like to see them experiment with almost like an outer ring of Anti-Camp, where there is the normal 16m range, and then maybe another 8m width ring surrounding it for a total of 24m. The outer ring wouldn't contribute to Anti-Camp unless the killer sat in it for say, 20s straight, making it harder for something like a Huntress or a Billy to jus stare at the hook from just outside 16m.

  • That’s not true. Players who don’t play killer loved it

  • @ForTheEntity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4118645#Comment_4118645

    What does that matter?

    What matters is that they were able to weaponize the anti-facecamp system to be able to unhook themselves. This is certainly not an intended feature of the anti-facecamp mechanic.

    Is three genning weaponizing the fact that the match is going to come down to three gens left? (and is far more in the killers control than some players are willing to admit). The killers skill matters because you can't balance a mechanic around brainless drones making idiotic plays. People claim survivor is balanced around brainless drones but any decent killer stomps all over those players.

  • @FerrousFacade said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4118658#Comment_4118658

    Is three genning weaponizing the fact that the match is going to come down to three gens left? (and is far more in the killers control than some players are willing to admit). The killers skill matters because you can't balance a mechanic around brainless drones making idiotic plays. People claim survivor is balanced around brainless drones but any decent killer stomps all over those players.

    I think you have strayed too far off topic.

    break.png

    The current anti-facecamp range is 16m and it does its job of preventing facecamping until the gates are powered. Increasing that range to 24-26m without making other changes to the system would create major problems.

    • Area of a 16m circle: π16² = 804.25m²
    • Area of a 24m circle: π24² = 1,809.56m²

    Anyone else see a problem here?

  • Camping and tunneling are both acceptable and encouraged by the devs, probably best to just accept it.

  • @ForTheEntity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4118645#Comment_4118645

    What does that matter?

    What matters is that they were able to weaponize the anti-facecamp system to be able to unhook themselves. This is certainly not an intended feature of the anti-facecamp mechanic.

    It matters because anything is possible if you have a whole team coordinating to stage a YouTube video. Just because something can be done, doesn't mean it happens in normal matches.

    By the way I am not asking for the anti-camp to be increased, just commenting on how it works.

  • @Wyndsor said:

    Camping and tunneling are both acceptable and encouraged by the devs, probably best to just accept it.

    Yeah it'd be a lot easier to accept if they weren't constantly making both playstyles stronger and removing mechanics from survivors to counter it.

  • @esarraf said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4118686#Comment_4118686

    Yeah it'd be a lot easier to accept if they weren't constantly making both playstyles stronger and removing mechanics from survivors to counter it.

    Oh that isn't to say I'm okay with it, I think its pretty boring and want it changed too.


    The recent changes have made it obvious that they don't care though. They seem to still be overbuffing killer.


    I almost have to wonder if its because the engine update will introduce a lot of core-mechanics that favor survivor.

  • @ForTheEntity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4118669#Comment_4118669

    I think you have strayed too far off topic.

    https://us.v-cdn.net/6030815/uploads/70Y4Y50ZQ4RU/break.png

    The current anti-facecamp range is 16m and it does its job of preventing facecamping until the gates are powered. Increasing that range to 24-26m without making other changes to the system would create major problems.

    • Area of a 16m circle: π16² = 804.25m²
    • Area of a 24m circle: π24² = 1,809.56m²

    Anyone else see a problem here?

    I already stated that I don't think the anti-camp range should be increased. I do think more killer powers should be disabled around the hook. Given the size of the maps, no I don't think the existing range is a problem.

    However, you are trying to use a video to claim that the existing anti-camp is problematic and "abusable." I am pointing out that the killers in that video stayed near the hook which correctly triggered the anti-camp because they are camping. That is how the mechanic works and the killers not playing around that is a mistake on their part, nothing forced them to be there. If the killers stopped constantly falling for pebble it wouldn't have worked. This is not an "abuse" of the system in the same way that a killer three genning isn't an abuse of the fact that there are going to be three generators remaining when survivors are down to one repair before the gates are powered, they are how the mechanics work.

    Finally, with any content creator video you need to remember that this is literally how they make the money they live on. They are going to ham up whatever they think makes it more likely for you to click on their video and then watch it through to the end. If they stream the attempts you will see all the times it didn't work, then the video will just show the times it worked and I have seen this be as bad as 25% working, 75% failing but youtube will still only see the matches it worked.

  • @Wyndsor said:

    Camping and tunneling are both acceptable and encouraged by the devs, probably best to just accept it.

    Please reference one single example of the devs “encouraging” camping or tunneling

  • What it needs is it to still work if even at a reduced rate when one survivor is nearby so that randos who dont understand it, don't ruin it for solo Q'ers.

  • @Rokku_Rorru said:

    What it needs is it to still work if even at a reduced rate when one survivor is nearby so that randos who dont understand it, don't ruin it for solo Q'ers.

    Do you think it would be better to educate newer survivors about the mechanic using tutorials and/or tooltips rather than changing the mechanic just because they might not know?