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FreddyVoorhees

FreddyVoorhees

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FreddyVoorhees
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  • Only if I can mute it for all players in the game settings. So I wont hear anyone using it.

  • Vote with your wallets. Only devs can change things. If the game makes you feel bad and is unfun , just move on to singleplayer or something else. Something I am about to do. And it might be a good thing. I am not going to miss griefed and damaged matches and heavy verbal abuse.

    • Be me Nemesis.
    • Logs in to play the fun snowman event today
    • The survivor group has 3 flashlights
    • I ignored , just wanted to have some fun
    • Got sent to the game map
    • I hopped into a snowman and roamed a bit to spook someone
    • Found someone repairing , managed to imitate a survivor
    • They continued repairing
    • I punched out of it and spooked them but missed anyway
    • The switched into ultra swf esports game play with maximum griefing and bullying
    • One of them teleported across the map before I could down them
    • Since I wasted a third of the trial playing snowman , most of the gens were done
    • Downed a few but flashlights everywhere
    • I did not really care , they all escaped
    • In the chat they said the following
    • "You are dumb" , "0 hooks , ezz" , "go play with bots" , "I hope that you did not enjoy this match"
    • Plenty more of that followed , each worse than the last
    • I went back to the main menu , felt sad and angry
    • Decided to stop playing event and just play normaly
    • I geared up and begun "Real Nemesis Simulator"
    • The next four games everyone died via gruesome mori
    • In the last one Felix remained the last alive and ran into a snowman
    • I could hit him , but felt bad ... I just had no more rage left after killing so many
    • But choose to be scared of him and run away instead
    • He chased me around the tile
    • Later offered me a medkit
    • I let him go
    • Felt a bit better and disabled my "Real Nemesis Simulator Mode"


  • 10% for eruption without incapacitated would make the perk near useless. (Against swf especially who are not phased by it)

    Assuming that 10% takes from total repair and not from current progress done, it would mean it causes 9s of repair undone.

    The full power of the perk on a single gen that had a survivor on it is 9s of progress loss plus 6.25s of additional loss from regressing for 25s. That is 15.25s of progress removed with a guarantee that repair wont restart for 25s.

    If nobody was on the gen then the progress loss is only 9s and regression wont start.

    Wanting the second option only would make the perk no longer useful in builds. It's purpose is to disrupt current repair and prevent it for a while.

    If you balance a perk for soloq would make it non viable against swf.

    Some middle ground would work like 10% progress loss as it is present in both scenarios , since it regresses in the first one and not in the second one take half of that which would be 3% of regression , and half the block from 25s to 12.5s.

    New eruption would be :

    All kicked gens lose 13% percent of progress and are blocked for 12.5s regardless if anyone was working on them.

  • @Aven_Fallen said:

    More Zombies will not happen. They tried when implementing him, but some systems had problems to deal with 5 players + more than 2 AI-Zombies.

    IMO the only Buff I would give to Nemesis is that Infection done by Zombies does not grant a Speedboost. Because sometimes the Nemesis-Player is not using the tentacle on purpose and the Survivor can get a speedboost by running into a Zombie.

    But other than that, he is fine. People who complain about the Speedboost on Infection like to ignore how easy it is to break Pallets or get Hits with the M2.

    Well we got bots now. And knight uses ai too. Maybe things have improved since then. Perhaps they could make more zombies work now.

  • @AMOGUS said:

    https://forum.deadbydaylight.com/en/discussion/comment/3287678#Comment_3287678

    Would it be more interesting if Freddy could stretch his arms out to do insane lunges like he apparently does in the movies?

    Making that "Freddy lunge" meme a reality might be very entertaining...

    We definitely need more scary abilities for Freddy. He is the nightmare after all.

    Maybe make his snares spawn his clawed hand to hold and slow down survivors.

  • Someone should try it out in a custom match with friends. I ran this perk today with nemesis in multiple matches but I did not pay attention to it... I did have both add-ons for zombie detection range though..

  • @Satelit said:

    https://forum.deadbydaylight.com/en/discussion/comment/3286058#Comment_3286058

    Can you even make her fit through doors without losing her tall romanian vampire mommy appeal?

    She is only one foot and a half taller than nemesis so I think that she would have no issues .

  • @ShinobuSK said:

    I would like it as a event or just a new game mode

    Hmm, yeah that is a nice idea. A new game mode where gameplay is less linear with gens and hooks but with interactive entity as the third side in the trial.

    I feel like the entity would interfere only if games get side lined , if they are progressing nicely it would not be that present. Thus this feature would build on DBD's weaknesses without hurting it's gameplay strengths.

  • Well , you are in for some rude awakening once basekit unbreakable update hits. They will always crawl under pallets and you will have no choice but to face that perk every single time since it will gain more value.

  • @FilthyLegionMain said:

    Won't work. People are waaaaay too competitive in this game for it to work well enough. I wish it could happen, I really do. Don't think it'll happen, though.

    Imagine the crazy posibilities this could have :P

    Scenario 1 (objective intervention) - The trial is long and uneventfull , entity is bored. It suddenly tells Myers :

    "Kill your obsession. Now."

    The whole gameplay suddenly changes. Instead of gens survivors will try to keep their teammate alive while the killer will be on target. If the obsession lives for a while the survivors are rewarded and killer punished , and vice versa.

    Scenario 2 - (Game master). The survivor/killer is performing poorly. So the entity alters the map a bit in terms of objects or objectives but nothing too unfair. No more landslide matches , but decent at best.


    Scenario 3 - (the judge) The killer is face camping. Entity gets annoyed and floors him with a lightning strike. Survivor would find this hilarious. Less feel bad after the match. Maybe he gets off the hook too.

    Same in terms to other side , survivor sandbags a teammate and entity executed him end game collapse style. The killer reaps the kill while the sandbagged survivor is ported to another part of the map.

    Survivors tea bag at the gate , entity smirks and locks the exit. Now they gave to run for another gate.

    The killer floors all 4 survivors , entity is impressed and rewards him match win equivalent rewards , ports all survivors to another side of the map in injured state and enables the hatch. Every chest grants a key. Now the skilled killer gets the play round 2 for more rewards.

    It can go on and on. So much could be done with this. In game events , npc like stuff etc.

  • @Phantom_ said:

    Just ignore them, and if something that happens in a video game bothers you that much, perhaps ask yourself why? Like why do you even care enough about some stupid motion in a video game, that you'd allow it to bother you IRL. Maybe take a break, yeah? 😉

    https://forum.deadbydaylight.com/en/discussion/comment/3286069#Comment_3286069

    #########? I truly hope you're joking.

    People on here are truly something else, talking about spitting in someone's face. Wishing someone would stab their toe, and lashing out at others in the next game because totally different players did something you considered too taunting... like calm down, just chill, it's a game.

    That is the thing. The toxic result from a pointless little thing. Flame wars and revenge.

    Many can chill out and ignore it but this will forever rebound and keep returning. Every few months the same thread will pop up , in game people will be upset about a trivial thing.

    Hence why I say , you cant get players to chill out. You cannot fix them. But you can fix the fire starters and avoid the whole mess in the first place. It is the only way.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/3286163#Comment_3286163

    and then the survivors who have never done anything to you take this and use it as an excuse to be toxic to the next killer they face, who is then toxic to the next group of survivors, and thus the cycle of eternal toxicity is perpetuated.

    unless those survivors were literally in the dm's of the others going "go on, tbag, do it, i know you want to" they were unrelated. quit the "nobody is innocent" bullshit, please. you dont have to justify your actions to anyone but yourself, and honestly youd sound better if you did

    The cycle is spinning as we speak. And the thread is pointing to a little tiny matchstick that makes it spin. I do not see you contributing to the de-escalation of the issue, of culling down the taunts from the survivors. Noo , you say feed the trolls , give them what they want. Make them feel good when they rub their win on others. Surly your suggestion is going to improve things ?

    No. Once they get what they want they become more daring. Teabagging spreads to loops. As they enjoy harraassing killers they will play for the sake of it. Enter post game chat insults. It spreads on and on.

    Unless I see you speaking against survivors too, you are just an enabler for the problem.

    Since you do not have a problem with survivors teabagging to rub it in , then you also have none to killers hitting others on the hook and nodding or slugging and nodding to rub it in to them. Same thing.

    Cut out the ability for both side to do this , problem becomes less relevant , killers become less toxic too. The cycle begins to slow down. Ignoring only makes it faster.

    Teabagging is ignorable and a tiny issue, fixing it makes the toxicity reduce, when some decide to suggest it they get flamed on in the forums. Fixing makes things better, ignoring makes things worse.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/3286069#Comment_3286069

    Nothing says delivering karmic justice to those that have wronged you by ruining the experience of players completely unrelated to that experience.

    "Nobody is innocent" okay grandma let's get you off to bed

    Unreleated ? You would be surprised how many times after a toxic match I would still play nice only to see another group of toxic survivors and regret going easy just to be nice. Once it becomes too repetitive .. the killers will return the favor. Tunneling , camping and slugging are on the table when a line is crossed.

  • What was that about soloq buffs that are due next year ? I think people were mentioning something about this. Like devs already working on something.

  • @RonMan32 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3286058#Comment_3286058

    Probably. I wouldn't mind that if it was done well. Who could they do for survivors in that though? Ethan wouldn't be a great fit because of his face situation. Rose maybe?

    Maybe he'll be less shy in dbd. They could give him a perk as a joke to reflect this. Hide his aura or something like that.

  • If you encounter t-baggers at the game just go into the next match and slug everyone until they bleed out. If you hook someone make sure to hit them at least 10 times and nod your head. If survivors wants taunts , give them as much as you like.

    I played nice won and gave hatch to 6 games in a row. In the 7th everybody escaped because I tried a joke build. They t-bagged and insulted in the chat how useless I was. Nobody is innocent. Slug and tunnel until you win and make the Entity proud.

  • I think it is far more likely that RE Village chapter would be the next thing. When it comes to profits that is , because ...Lady Dimitrescu... players will buy her twice as much as Wesker. Hell , maybe even thrice as much. Makes sense.

  • @RpTheHotrod said:

    Killer main here. I have to disagree here. Communication is what makes it really fun. It's a powerful tool, but having your aura revealed every so often just because of voice chat I think is going overboard. Killers should have to have a distinctive thing to get aura reading - or surrendered information in the case of survivors running perks that also reveal themselves to the killer.

    Besides, if this was a thing, then everyone would just run distortion.

    Then how about to even the odds with soloq instead ? Make them have the same feature that coms give to swf . Make kindred and wiretap basekit for all survivors. It will emulate their voice chat on where everyone is , what everyone is doing and where the killer is and what he is doing. There is no counter argument for this. Swf would not benefit as it would bring them nothing they already do not have. The gap between soloq and swf would be greatly reduced and various different dramas about them would end. After that , proper balancing could be made that is not erroneously focused only on one of them thus not achieving notable results.

  • Alright people. I think that after all this we agree that ....



    dbd's next spin-off game should be DBD Kart. Also buff soloq.

  • @JPLongstreet said:

    https://forum.deadbydaylight.com/en/discussion/356885/killers-should-see-survivor-auras-sporadically-as-a-counter-to-swf-coms

    The devs themselves have said using comms is not prohibited in any way. And they get to decide what is in their game "cheating" or "exploiting" or whatever terminology you like.

    They've also said they wish the players to use whatever loadouts they want to. So I do not ever see them ever applying any zany tourney limitations either.

    And I have no direct proof of this, but rumor has it the game doesn't register SWF (or most stats) until loading into a trial. So your proposed changes couldn't be implemented in that case anyway. I believe the mobile version can record such info, because it was coded very differently. But again, rumor.

    If the game does not register swf before the loading then how does it puts them into the same trial ? If friends can end up together into the lobby then by then the game knows swf numbers.

  • @Aven_Fallen said:

    Where did all you "SWF with Comms is unbeatable"-Guys creep out recently? Did one content creator another video about SWFs or what happened?

    Nobody said they are unbeatable.

    But swf with coms = basekit kindred and wiretap.

    Think about that.

    They always know everybodys location, they always know the killer location if spotted by one.

    Should that become the norm for soloq too ?

  • @JustAnotherNewbie said:

    Ok, remove scratchmarks then.

    Object of Obsession finally meta?

    Scratchmarks are built in by DBD devs. Voice chat in discord is not. Thus exploit.

  • Tomorrow : They learned to play against 3 gen , lead chases away from gens or to team-mates to take a hit , abuse flashlights , 99 the gates , successfully save a face-camped team mate , loop killers for 5 gens .............

    In two days : The know how to use perks and offerings now.

  • Creepy ... Makes things spookier :P . Just imagine the silhouette of Freddy standing in the distance .

  • If regression is capped , the killers will tunnel and facecamp even more then before.

  • Most who DC on the first hook or after being downed is mostly because they were tunneled a lot in previous matches. At least a majority of them.

  • @Coordi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3266986#Comment_3266986

    Freddy and Pig, with Dredge and Sadako sprinkled in!

    Ah a Mod mains Freddy .. Well , erm .. you know .. if you kinda could eh .. pull some dev contacts and erm .. get good ol Fredster some .. buffs/reworks maybe ?

    He's been kinda underperforming in tier lists for a while ..

  • I remember a lot of names that were in the style of "-insert word- for Wesker" .

    I am afraid of what names I would come by if I we got Lady Dimitrescu in the game :D

  • Exclusive to Freddy:

    • - Welcome to my world
    • When 3 or more survivors escape they will find themselves in the same trial with all 5 gens un repaired. The first trial was just a dream and now they are in the real one.
  • @CookieBaws said:

    It's will impossible to code, just forget it.

    The code for this stuff is already in the game. Minor adjustments are needed.


    Have a variable that takes the name/id of the last survivor who was hooked.

    Have one that takes the name of the currently hooked survivor.

    One that is a countdown timer that represents the protection amount of the unhooked survivor.

    Once a survivor is hooked , compare him to the previous hooked survivor and check if they are the same , if yes , if the countdown is not 0 apply reassurance to the current survivor.

    In case of face camping it is similar.

    When a survivor reaches stage 2 of the sacrifice process check if this is their first hook, then check if anyone else was hooked in the mean time, if not , then apply reassurance. If they reach death moment repeat the same, if this is their first hook , if nobody was hooked since , apply reassurance again.

  • It depends on the killer. Since I play with Freddy (I place snares during chase so they run out of safe loops) , Nemesis (vaults are unsafe thanks to the tentacle) and Trapper ( I basically place 4 traps , 3 on doors and one on the front window and outright disable the access to the whole house to them which in turn makes the map very killer friendly) their powers help turn the tables over. Not sure how it would go with other killers. Good add-ons are important too. Maybe some anti loop perks too.

  • Or just use my suggestion that punishes face campers and heavy tunnelers by extending the sacrifice time for those survivors. It even compensates face camped victims.

    In short :

    • - When a survivor is unhooked , they gain 60-80s reassurance protection. If they are hooked again within that time frame , their reassurance will activate and last 30s before normal sacrifice continues. This way you can still tunnel a person but it will be slower , you will either have to wait for a minute before you hook them again or just accept their sacrifice lasting 30s longer each stage as you persist on the same survivor for some reason . Which means instead of 2m you get 3m for a tunneled survivor to be sacrificed with 3 hooks. Enough to discourage the meta of making the game 3v1 quickly.
    • - In case of face camping it is similar. When you hook a survivor the sacrifice will progress normally. Once they hit stage 2 , if you did not hook anyone else they get reassurance for 30s. If you hook someone during that 30s , it is disabled immediately and sacrifice resumes normally. If a survivor reaches death point on the hook and this is their first hook still and you did not hook anyone this whole time , they get another reassurance of 30s with same rules as above. This way someone who face camps will have to camp 1 minute longer in total which in turn will give the rest of the survivors more time on gens to punish face camping killer. Instead up to 3gens , survivors could make it 4 gens done. It will discourage face camping as the killer will no longer end up with advantage when face camped survivor dies.
    • - Survivors who were face camped receive no pip loss and some blood-points as long as they died on their first hook , made no self unhook attempts , and had no more then 2 missed tentacle strikes. In short they are compensated if they don't hook suicide.


    • Now , if you play as a killer normally , you will not even notice these changes. They will barely if ever happen. Maybe if you hook someone , they get unhooked and run to you for some idiotic reason and you hook them right away again , the will get 30s reassurance. But a bad player like that will end up on stage 2 hook right away and present no threat to the killer. It only damages the survivor team instead. Killers decide who to hook. Even if swf squad wishes to abuse this , you decide who to chase, who to hook. If they get someone to taunt you to be hook again , leave them be , they are not doing the gens so they are useless to the team. Hook those who repair.


  • @RaSavage42 said:

    I mean there should be perks that activate when a Survivor is hooked (talking about the Survivor that is hooked not the others)

    That would be one way to calm down Camping

    Tunneling is harder... the fact that the are 4 Survivors total per match each with 1.0 charges per second in repair speeds (I don't remember what multiple Survivors on a Gen do with speeds)

    Chasing one means that three are free to do whatever they want to (Gens, Healing, Cleansing/ Blessing Totems)

    Indeed but right now you can only do so much in face camping situation. Up to 3 gens in total. The killer still has an advantage here in 3v1 for 2 gens. Especially if they just decide to camp the next person. Easy 2k with low effort. And major pip losses for survivors.

    My whole suggestion is based on perk reassurance activating in the case of camping and tunneling so it is kind of the same. It only punishes specific killers but is barely if at all present in normal play.

  • @Emeal said:

    https://forum.deadbydaylight.com/en/discussion/comment/3262999#Comment_3262999

    You cant tunnel what you cant find.

    But why does the Killer have to be screwed over for just playing the game as it is?

    If you can't find someone who you unhooked then every unhooked survivor will always be harder to find which will SCREW over the killers ten times as hard when compared to what I suggested. It is much heavier fix that will always be in effect when compared to mine where hook lasts 30s longer if you hook the same person twice within 60-80s. Which is not that common unless they play like idiots.

    You are basically suggesting base kit Off-the-record for everyone always , while I suggest base kit reassurance only for consecutive hooks and only if they happen within a minute of each other and only if during that hook you do not hook anyone else which would disable it.

    You suggestion also completely ignores face camping. Since the person will never be unhooked , they will never have a chance to hide. But my suggestion makes face camping take longer , which will give other survivors more time for gens to counter a face camper. Right now you could only do around 3 gens until the camped survivor dies. Then the face camper can camp the next one or even win the 3v1 for the last 2 gens. Killers do this because it works. If it takes longer and the remaining 3 survivors escape , the number of face campers would reduce. I also included a suggestion to compensate a face camped survivor so their game wont feel like **** . Because it's fun to play for 60s , be hooked and stare at bubba for 2 minutes and see your pips disappear afterwards. And when it soon happens again , you dc as soon as you are hooked because you are fed up with it. That is why there are massive DCs going on now. Because killers "play" the game normally. Where normal is to tunnel or camp the first survivor to make 3v1.

  • When Lady Dimitrescu ....




    Seriously though , she would break the buy button and devs would drown in cash.

  • @Cyber_Atlas said:

    https://forum.deadbydaylight.com/en/discussion/354493/the-best-anti-camping-and-tunneling-solution-yet

    The best anti tunneling is quality of chase improvements. Making chases more fun and rewarding.

    Camping needs more depip attention. As it promotes toxicity. Slugging and tunneling are a playstyle tho. Same proxy camping. It's up to the team for the most part.

    Improving the quality of chases in order to fix tunneling would have to benefit a survivor. And that would greatly harm killers , while my suggestion would merely discourage killers to pick the same survivor to chase and not affect the balance of the game.

    Giving 60-80s reasurance protection to unhooked survuvor changes little really. Killers can still tunnel but it would be less effective then before. It would take longer for them to make it 3v1. More gens will be done with the tunneled person takes longer to sacrifice. 30 extra seconds in this case.

    Also it would make face camping less viable. Survivors would near finish all the gens while one waits for the face camped survivor to die on the hook.

    Right now you can just hook a person , wait for them to die and then chase the rest without any disadvantage. It becomes 3v1 with 2 gens left. It makes no sense for the killer not to use this strategy.

  • @Emeal said:

    https://forum.deadbydaylight.com/en/discussion/comment/3262982#Comment_3262982

    No thanks. You have not answered my question-

    How about adding some perks making survivors easier to hide when pulled of a hook instead?

    It wont work. Tunneling is the issue at hand here , the killer will see the unhooked most of the time since they also tend to camp. Face camp even.

    If you find someone again then its fair game. By the time you down then again they will lose the reasurance protection. It lasts for a minute or so since their unhook. So you can tehnically hook the same person without them ever activating this feature.

  • @Bran said:

    https://forum.deadbydaylight.com/en/discussion/comment/3262834#Comment_3262834

    I don't agree. There would definitely be some people who try to make some plays with it and the whole idea is unnecessary. Killers just don't need to be punished for hooking repeats.

    Some people ? As in rare few 4 man swf squads ? Even then you could easily as a killer avoid it by chasing the other person instead , like you do when chasing the rescuer since the unhooked has endurance and haste bonuses.

    If survivors run around you wanting to be next in the hook you are supposed to leave them man , they are not on the gens . Chase those who repair.

    And killers do need to be punished for tunnling as it became an epidemic . Many use it as a strat and in turn it made DC skyrocket. It is an issue that cannot be ignored.

  • @Emeal said:

    Much to disagree with, but we can start at one point. Why does a Killer need to be screwed over if I happen to find the same survivor?

    as far as I see that, it should not be my problem other that the Survivor's who was found.

    Find him again or tunnel him right after unhook ? Big difference.

    How about an ajustment. After a survivor is unhooked they gain reasurance if hooked within 80 seconds.

    This system would be hard to abuse. You would need to have a very organized team that would need to get every member to be hooked twice in a row without the killer catching anyone else.

  • If they are not out , move deep into the map and hide. Make sure that they can only approach you from compromised directions. As they approach go the other way around and voila , you are standing between them and the exit. Hook the curious. Farm the rest if they attempt rescue. This won't happen often but these kind of toxic people allow their thirst for mocking to get the better of them sometimes.

    If they are still in the trial , the game is still on :P

  • What if ... we give him two chainsaws ... so he can dual wield .. ?

  • @Starrseed said:

    Great idea and before anyone says but not all swf play to win and use best perks and combos and and and.

    Yes you are right not all are like that but there is no way to get the two versions of swf separated so we treat swf as what they are people who have a advantage over solos and an advantage the game isn't really designed around. When you have a gun I trwat you like you have a gun I don't know you are a pacifist who won't use it

    Giving killers some compensation will really make fighting swf squads worth it. Might reduce complaining too as people wont de-pip against full 4 man squads who synchronize perks and items.

  • @Nirgendwohin said:

    I agree, swf must be displayed in the Lobby. however, not to the killer, only the other survivors.

    Also show their loadout.

    Loadout display would be a disaster. Toxic wars would be made in lobby chat if someone equips self care or whatever perk someone else does not like. Lobby dodging would skyrocket.

    Displaying swf would be ok.

  • How about a new free perk that guarantees a key in a chest after the gates are powered ?

  • @Omans said:

    Increases to gen repair is not the way to go. In fact, Prove Thyself and toolboxes in the hands of swf are overtuned. Prove Thyself should be nerfed, as should toolboxes (teams should not be able to bring multiple of the same item).

    I think that even in solo queue (despite needing buffs) a limit to items should be implemented. If someone has a medkit, you can't have one. Simple as that.

    A killer who gets unique hooks (hooking a new person) should receive buffs similar to Fired Up!, and killers who get consecutive hooks on the same player should have their hook kill the survivor much, much slower than if it was a unique hook. It is so bad that the most skillful way to play as killer isn't rewarded anywhere near as much as proxy camp/first hook tunneling (super skilless) is.

    That being said, the biggest issue in the game right now is Eruption. Absolutely broken OP perk (even more than nurse).

    This might be it. Much less complex solution.

    Consecutive hooks kills slower unless one more player is hooked after that.

    This might kill tunneling too.

    And survivors who end up dying on their first hook but did not suicide get compensation rewards such as no pip loss and some bloodpoints.

    I will post this in the feedback.

  • Sufficient for a survivor to be able to unhook. Maybe 20m , it would probably depend on testing a lot. But it would surely cover the entire killer shack and a bit more. Killer could lurk just outside of it but a stealty survivor could manage to resque.

    Also it would only work if a single survivor is hooked. If two are on a hook then the feature would be disabled. Unless they are both in the basement.

  • @Icaurs said:

    https://forum.deadbydaylight.com/en/discussion/comment/3261888#Comment_3261888

    Ok so it has a horizontal detection range You acknowledge that there is a massive issue with this suggestion of making it so it doesn't work on the same level? Well pretty minor right? Well, except for most maps have a main building that has a second level, and others are two level maps, only a few are 100% flat, but do you know what every map does have, the basement which is primarily used for camping anyway. This is not a small issue, this is a big issue hat would apply to majority of maps.

    You have no idea what the percent should be or how long the range should be? You say minutes, but could a killer not leave to pressure a survivor off a gen and be back to the hook in 20 seconds? would that not reset the time, or is it continuous, built over entire match? Ok but if the killer leaves then its not camping, yeah say that to the survivor that makes it 15 meters off the hook, heck if survivors go to the hook because they are unaware that the killer is camping until they go and see, then the time is guaranteed to be reset at least once as you said if the survivors enters hook radius. If even one survivor tires and fails to get the save then that survivor on the hook will die without the others receiving any benefit. OK make the time shorter? Well then that opens up a range of other issues. I know it seems like I'm nit-picking but these questions matter.

    So this suggestion only limits facecmaping as a strategy to win? So this won't fix the core of he issue, which is attitude. Ok, but it doesn't even fix that. You have no idea how long the camping time should go for before the survivors get the buff or how strong the buff should actually be. But here is the bigger issue. lets say we implement your idea, and 100% of the time if the killer camps, all 3 survivors escape. Problem fixed right. except, 1 the survivor on the hook is forced to remain in a match where they et, no benefit, no points, no pip, but mostly no enjoyment. Well, the other 3 escape right, well, lets see, they likely get very little altruism and chase points, so they are unlikely to pip, and they don't get any points, and they are still forced to do spend an entire match, doing nothing but gen repairs and leaving, not even getting anything really form the match, and certainly not enjoyment. If that's you goal, great, except time wise that's already common. This would only benefit killers who camp at 5 gens, maybe 4. 3 or less and the survivors can repair all the gens and escape already.

    This would absolutely limit pressure. When people say camping, they generally refer to a killer just standing next a hook, waiting for a grab. But that is a very ineffective way to camp. The most effective way to camp is to hook in places that are close to you or places with limited resources or resources already used, that way you can apply pressure without giving a realistic chance to escape. Bad campers try to prevent unhooks. Good campers allow the unhooks in order to down the survivor quicker. Camping is simply that effective when done right. The question is the difference between camping and patrolling, well there isn't one. Not realistically. So you either end up punishing the killers for having a brain and thinking strategically or you put in a system that is so specific that is rarely applied. This idea seems only really apply to facecamping, but how will this fix Hag, or Bubba, or Nurse? It doesn't.

    Your idea was created by the devs years ago, and has been suggested many times. It has been tired, it has not worked. With the devs attitude of camping is a valid strategy anyway, it likely will never be used.

    The detection range being horizontal only limits the impact of this fix. It is not intended to perfectly kill face camping but to discourage it. It could be made vertical as well and I doubt that the killer would have issues with it counting him being in the radius of the hook if he is in the upper floor of Midwich. It is unlikely he will stay there for 40s or more. The detection range could be just a sphere in general , 20m or however ptb or devs would consider optimal. Sure it wont always work with complex maps but it is not intended to be perfect , just to keep killer going around rather than standing still.

    The timer would actively count killer's presence in the radius. Once grace time of say 40s is reached the buff will start to build. 1% gen speed bonus and onward. If killer leaves it , it starts decreasing. If a survivor enters while the killer is present , counter is paused as long as both are inside it. If survivor enters and stays in for 7s and killer is absent for the whole that time , the buff is reset. That is enough time to safely unhook. The smart camping as you say is still allowed here . The killer may allow the survivor to run in and unhook and later to chase but that still gives chances to the hooked player who will have endurance , speed boost and and ally to take a hit. Rescue is possible unlike face camping.

    Considering that the radius is ~20m the killer can leave it and leave a survivor rescuer alone inside . That will result in unhook so its good that the buff will reset.

    As for the rewards , we can fix that. Compensations can be given if someone died on their first hook but did not suicide. No self unhook attempts and no more than 2 missed stage 2 hits. That should guarantee no pip loss and maybe give bloodpoints a bit. As for others , if the timer was in the high numbers , which means camping took place , they will be compensated too.

    Smart camping as I say would stay. It is not full proof , good players will escape after unhook. They still get to play at least. It will remain as a usable strategy but people will get multiple attempts against the killer rather then just be hooked and wait for the end next to a bubba with no reward.

    There are countless options and adjustments that can be added to this. Sooner or later it will work and face camping will be a deprecating thing for the killer while it will compensate survivors.

  • This is like saying "We should use water hose to soak people who are screaming and running out of a burning building".

    How about we just extinguish the fire instead ?

    As long as killers tunnel the survivors will DC.

    After being tunneled for a few games in a succesion the players will get annoyed and just dc until they get a game where they can actually do something in. "But hide" "But loop better" ... trust me , even I have been evasive, used offerings to keep me far from the killer, avoided starting the gen before they pass and still sometimes ended up first on the hook despite the long chase. Face camp and tunnel were common to follow up. As long as tunneling is a valid strat , people will do it and so it will have its consequences . Nothing you say in here will change that. DC epidemic will be here to stay for a long time.

  • You could start lobby dodging if you join as the fourth player. Or if you are first and 3 of them join together. Lame practice but there is only so much we can do unless devs provide other solutions.

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