No_Cluie_Louis
No_Cluie_Louis
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- No_Cluie_Louis
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guess that means swamp is 20,000,000 meters in diameter cuz i never here my traps go on that map
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@Chrona said:
If they actually cheat, report them. If you're afraid of lag, pay attention to the pre-game lobby ping (unless they lag-switch, in which case, report them). If they camp, play around it since it's a viable strategy that is actually encouraged.And if you get get a killer twice in a row with the exact same ping, it is likely the same player. Ping is more revealing than you might think.
whats the point of reporting, the report system doesn't actually do anything
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@GT_Legend2 said:
This really should be addressed, if you get a trap in a walkway and they go through that walkway, THEY SHOULD GET TRAPPED.
I think it has something to do woh the trap placement, with the new animation the traps are positioned differently, and as such they can be closer to walls, which allows it to be avoidablei thought that at first but after more playing him, some trap spots are simply bugged. Nearly every game a survivor can vault a window with a trap on the other side or run over one in a door way, but so often they will be unaffected.
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@Mister_Holdout said:
Not only that, but his traps need to hold survivors for a minimum duration.I swear survivors get out of their traps so fast.
i agree, i swear they have increased the speed and chance of escaping from traps
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@Master said:
@No_Cluie_Louis said:
Though i like the trapper buffs, in my opinion he was also nerfed massively by the change to his traps hit boxes. Playing him and against him i've come to realise that now you can go round traps at pallets and sometimes survivors can vault windows, land on the traps, but not be affected. Though he still works against newer survivors who haven't yet realised you can get past trapped pallets, in my opinion hes been nerfed for when he's playing against better survivors. 3 times in my most recent game survivors ran round my traps while i was chasing them and it was game changing. I got 0 kills as what would have been 3 hooks for me were none, all i did was waste time setting up useless traps. Is this problem going to be addressed or was this intended, in which case it was a ridiculous idea? Don't get me wrong, i'm happy they gave some love to trappy-boi but his addons weren't the problem, his base power was, and they seem to have made that worse.I stopped playing trapper after it happened twice in a single day that a survivor ran past my trap, but when I take the same pathing, I get stuck in my own trap. It kills trapper for me, which is quite sad because he was my favourite killer when I started playing dbd
ikr, they pretty much nerfed this already bad killer.
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@Khroalthemadbomber said:
Been saying this for a while and no one seemed to believe me lol. While I'm not glad it's happening to other people I am grateful it's being recognized.I've had survivors run through pallet drop areas and vault through trapped windows, doing so without getting caught in a trap that is smack dab in the middle of it.
I really hope this enough for BHVR to take notice.
i totally agree with you, everyone is denying it because so many people who don't play trapper are just saying oh it's nice he's been buffed but haven't played him enough before and after the 'buff' to see how he's changed. In my opinion his base power has been nerfed due to the trap hitboxes change and bug.
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just got some more evidence, this guy tho said the trap wasn't even there on his screen.
nice traps.zip
that video below shows what we were talking about. -
They need to bring back the original version where it only works for 120 seconds after the exit gates were powered
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@hMM said:
They are unrealistically big. If it's put in a pallet you can't go through the pallet. What is this bullshit?are u being serious, they used to be perfect and since the latest patch, they're too small. They've never been too big. If you could walk round them at a pallet which you can now anyway, its stupid, you'd be making he already not great ability useless
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i agree all her very rare and ultra rare addons are crap
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It is tru that with particular hook spawn, it is impossible to hook anyone, it's happened to me and i made a thread about it too.
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@ShadyKillings said:
Last Resort (use by hitting "E") - Madly and without regard for yourself tap into your aura for one last chance at survival you can take yourself off the hook 1 time guaranteed no matter phase one or two, you can no longer heal to healthy gain Exhaustion, blindness and Hindered for 120/90/60 seconds. at rank 3 you no longer blind yourself.Handy Man (saboteur reversed) - when not using a toolbox gain 1 , 4 , 7% increased gen progression speed when a tool box is in your possession its charges are consumed moderately, moderately, slightly faster but gen progression speed is increased to 14%.
Tender Skin - you're exposed all match and have reduced killer radius detection by 11, 8 , 5 meters but in return gain 4,8,12% haste for all actions and 10,15,20% debuff recovery and 50,75,100% increased blood points for altruistic actions.
improvement/change ideas:
Last resort - You need to remember that, unless the killer is close camping (in which case the perk would be useless anyway) survivors usually come for the save, meaning the ability wouldn't actually be as useful as you think, meaning all the debuffs aren't required. Perhaps to make it useful in a camping situation when it would be best used as team mates wouldn't want to save you, make it so the perk allows you to get off the hook, and apply enduring for 15 seconds (essentially you rescue yourself with borrowed time). However for the rest of the match you are permanently injured. This would give it 2 main uses: escaping the dungeon on first hook, as you would probably still get caught again but not near the dungeon as borrowed time affect would allow you to get away and the other use would be when the exit gates are open and you're being camped.
Handy man - No offence but i can't imagine myself using the perk personally, so i wouldn't know how to change it.
Tender skin - Really like tender skin, like a different version of no mither. I think they need to buff no mither then bring out a bunch of perks that make you injured at the beginning but provide great benefits, as they could be put in a build where you get 4 benefits but only one negative. Firstly rather than being exposed, make it so you start the trial healed, but once you're injured, you can't be healed, however only the other survivors can see the symbol showing this (this affect should be applied to no mither too). I don't think the terror radius change is needed as it would sound weird and would be too big of a debuff. I like the increase to action speed and it could be paired well with resilience however i think it should be a larger increase and you could remove the other buffs such as debuff recovery. This way you could have lots of different perks that injure you at the start, and all of them buff you in different ways.
Tell me what you think of my ideas
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@axlehead72 said:
We're in this together: all healing you do to other survivors you also do to yourself. Reduces healing sounds and moans of pain by 50/75/100% for both you and the survivor you're healing while healing them. Also heals other survivors and applies these effects when they're healing the same survivor with you, but it doesn't apply if they're healing you if they don't have this perk.Really like this idea, but perhaps a little bit too op. I think remove the sound reduction and instead make it so healing you and yourself with this perk causes a 30/25/20% healing speed reduction
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@Beingnoob said:
I have some ideas for perks well they are only for survivors cz i don't have much experience with killers… but yeah.(Obsession perk) Sidekick: Your friends will always think of you when they need help. Your aura is revealed to all injured survivors when within 32/64/∞ meters. You also receive an incremental speed bonus to repair, healing and sabotage actions when other survivors are injured: 1 survivor injured grants 1/2/3 % increased speed, 2 survivors injured grants 2/4/6 % increased speed, 3 injured survivors grants 3/6/9 % increased speed. Only if you are the obsession: All killers aura reading abilities do not work on 1/2/all injured survivors as long as they are injured or as long as the obsession is alive.
Level up: When you escape at least a 30 second chase you gain a Token up to a maximum of 2/3/4 Tokens. You lose a Token if you get hooked. For every token you gain a small buff:
1st token: Reduces consumption rate of an Item charge by 9%
2nd token: Increases your luck by 4%
3th token: Increases all your action speed by 6%
4th token: Increases you movement speed for 3%Dead loss: You start the trial injured and the time that takes for others to heal you is 60/50/40% longer. All your action speed is decreased by 15/12/10%. You also gain 5/15/25% more blood points for all your actions. If you die in a trial your team gets an increased action speed in repairing, healing and sabotaging by 5/5/10%.
Collector: This perk gives you an ability to carry 2 items in a trial (you can't bring in 2 items but you can escape with 2 items). There is also a 50/75/100% chance that another box will spawn in a trail (It stacks with offerings but not with multiple perks). (I was thinking if this perk could also give a small bag as a cosmetic so that the killer could see you using it and it would make more sence).
I really like level up and collector, but i don't think luck item consumption rate should be benefits as they aren't worth it. As for collector, i don't think a cosmetic change would be good, but other than that it's a cool idea.
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@Baphomett said:
Take me instead!When you unhook another survivor, your health state is reduced to injured and their health state is raises to healthy. No effect if you are already injured. At rank 2/3, your movement speed is reduced by 50/25% for 5 seconds and the rescued survivor runs at 150% speed for 3 seconds. This effect occurs regardless of health state.
I really like the idea, but would it really be worth using unless you were SWF. The problem to the perk is there is more cons than pros, when a perk is meant to benefit the survivor. Perhaps say that when you save, you become exposed and slowed rather than injured?
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@Orion said:
Creating a safe area for Survivors is a bad and unbalanced idea.seriously man i get you don't like me but stop being so petty. I'm not creating a ######### safe area for anyone and its a ######### perk you idiot, they're meant to benefit you, same way noed benefits the killer and self care benefits the survivor. Just stfu lol.
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ItsDaEmuDood said:
@No_Cluie_Louis said:
The pain of the hook and the terror of the killers presence provide you with strength you didn't know you possessed. For every 20/15/10 seconds the killer is standing within 32 meters, gain a token. When unhooked, for each token you have, gain 1 second of sprint burst. During this sprint burst you leave no scratch marks. This idea probably isn't balanced, but please give ideas for improvement and changes
Good perk, but this would only be good if Borrowed Time wasn't in the game. Borrowed time already covers the part about being instantly downed after being unhooked. Even if it is dependent on the rescuer having it equipped, it's pretty popular. And you know what's even more popular? Sprint Burst. After getting hooked, it pretty much cools down unless you get saved instantly. So, run Sprint Burst like most Survivors do, get hooked, get saved, and hope the person has Borrowed. The worst case scenario is if the Killer's there as you're getting unhooked, which would result in a tunnel. But they're usually not, so that's that.If Borrowed didn't exist, this would be pretty good, but again, if the Killer's close or Mama Hunterina is winding up in line of sight, then you're pretty much screwed, even with your Sprint Burst + Dance With Me upon-being-saved perk.
I guess your right lol
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@DirtyNurseMain said:
With Third Strike you gain a token for each successful hit on a HEALTHY survivor, every third token earned becomes an exposed strike. Every time a killer kicks a generator ( successfully regressing it ) the killer loses one token. Once the killer has dealt the exposed strike, the token count refreshes.After reading what the mod said, i see why it would be balanced, and it made me think there is no need to make the killer lose tokens for kicking generators. It seems unrelated to the perk and isn't necessary. Other than that the actual idea is amazing and well thought out man, it would really work in the game. One more thing though, how would it change as it levels up? Perhaps since the perk is slightly weak currently as you could just hit the already injured survivor, make it so at 3 tokens you have a 3%/6%/9% speed boost or something like that.
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Though i find the hag trap incredibly scary, i've lost chases due to throwing my mouse across the room when those damn Claudette's do a surprise pallet slam, ######### scary man.
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@FrenziedRoach said:
@No_Cluie_Louis said:
People have pity and feel bad for the survivor being camped for no reason. Sure, the survivors could get all the gens done and escape with 3 of them, but we're human, none of us want to just let other people die. Think how boring the game would be, 3 people staring at gens all game, the other survivor hooked all game, and the killer staring at the hook all game.
You are making a very naive assessment assuming it's pity. Look, YOU might have pity and there's nothing wrong with that (to which I say, learn to harden yourself for the greater good). However, I can guarantee that most people out there are doing it out of pure and unadulterated greed. Both the bloodpoints and the ranking are driving most people who would just look after themselves to do these rescues (great design choice on the devs part IMO, using player's own greed to have them take that risk)
Sure, that one person might be bored, but it's HIS boredom, not yours. If he dies on that first hook, assuming he got caught in the first minute, it's 3 minutes out of his life... no big deal. He's now free to cue up for the next game.
Hell man, I get camped all the time. No big deal for me. Just hit that leave button when it's over, get into the next game.
I once had an idea that there should be an entity cage around the hook to stop camping. But we ended up shooting it down after discussing here in the forums.
In the end, the killer's role is a power role. And any suggestion that takes power away from that role is a bad one because it takes away the biggest reason to play the role. This is why we've always focused on finding ways to encourage the killer to leave. And I think we've done a fair job of it so far. I think what we need to do now is teach the survivors to not be so suicidal at rushing the hook. And the penalty to benevolence for the instant downs was a step in the right direction. Finding other ways to stop the hook farming would be a better use of our time.
So you think nothing should be done, not even something to make the hooked survivor die slower, or have a speed boost when they're unhooked? I think it can be unfair that survivors have to run borrowed time in hopes to have games where everyone gets a chance to play. I still believe the game was designed for the killer to leave and find more prey, not stay at the hook, and i don't believe we should be saying, oh well hopefully i'l have better luck next game, as every game should be fun wether we escape or not.
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@FrenziedRoach said:
@No_Cluie_Louis said:
Tbh man i was actually thanking you in my original comment for the ideas, i just worded it wrong. Again you're right that it would be ridiculous the make the action not scary (though i do think the high bloodpoint reward is partly to encourage and altruistic play style, as the game isn't meant to be played solo). The unhook action would still need to be scary, so perhaps a speed decrease for the killer shouldn't be part of my idea, or at least far weaker than i originally suggested. I still believe something should be done however to make staying near by less effective as it's quite boring for the killer, and can ruin the survivors game. Perhaps still reduce sacrifice speed while the killer is near, or maybe reduce the amount of points you get for an unhook. You need to remember that the benevolent emblem causes you to lose points if you make an 'unsafe unhook'. This makes me think the killer shouldn't be right there to hit the survivor after they're unhooked. Perhaps i should be thinking it the other way, and increasing the points for unhooking a teammate, but giving the saved teammate a 3 second sprint burst to give them a small chance. This way the saviour is getting a high risk / high reward. This however would affect borrowed time. There's a lot to think about as it all affects each other. However, i do slightly disagree that camping is caused by survivors, as though it can be, camping can also cause survivors to swarm the hook, as survivors get used to camping killers and there for are used to running to the hook, getting seen, but not getting chased as the killer doesn't want to leave the hook. Though it's mainly survivors fault, it's a loop and both roles are responsible. Please read all of this and give any more improvement suggestions.Actually, the penalty for the unsafe unhook is more to discourage people from farming teammates off each other. For myself, I always try to take responsibility for a bad unhook by throwing myself at the killer so the wounded guy can get away.
You stated - "This makes me think the killer shouldn't be right there to hit the survivor after they're unhooked" - except the devs have said time and time again that camping is expected and allowed. In fact, they fully expect the killer to act more like a Goalie trying to block a goal. If the killer is there to hit the survivor immediately on unhook and the rescuer doesn't have Borrowed Time, then it's 100% the rescuers fault that the person gets farm.
The reason I say it's Survivor Caused is because survivors do very little to dissuade the behavior. People who "Bait" you from 20 meters by T-Bagging behind a pallet, people who won't "chum" the waters by shedding a bit of their own blood to get the predator to bite and give chase. People who sit there for minutes at a time and don't pressure the killer to leave by slamming out generators.
It takes 120 seconds for somebody to die on a hook on first hook, 80 seconds to do a generator, on first hook that's 3 hands that can be doing generators and making that killer think twice about sitting there bored the next time they get somebody on a hook. When survivors actually focus generators instead of feeding a camper, the camper loses HARD and has a very short and boring game.
A good killer knows he has a life bar - it's time. Time he loses every single moment somebody is on a generator. That's why all the high-tier killers run Ruin - to extend that life bar. That's why all the good killers leave the hook most of the time to find somebody else to chase - because chasing somebody while somebody is hooked effectively pulls THREE PEOPLE off generators and extends that life bar.
No, there doesn't have to be a penalty for camping because one already exists - it's just people refuse to use that penalty and train killers that camping is generally a bad idea.
I do get what you mean, but too many killers don't care about that life bar, and instead want to secure one kill on the guy who they're annoyed at. All i want is to persuade killers to play the game how it's supposed to be played, and protect that life bar rather than sitting around the hook. My idea probably isn't the best for doing that but i'm sure someone can help me think of one. As for what you said about survivors encouraging camping, of course they're not gonna do generators when the killer still hasn't left after 30 seconds. People have pity and feel bad for the survivor being camped for no reason. Sure, the survivors could get all the gens done and escape with 3 of them, but we're human, none of us want to just let other people die. Think how boring the game would be, 3 people staring at gens all game, the other survivor hooked all game, and the killer staring at the hook all game. The survivors going to the hook is the only thing keeping the game alive, it's the games last life on its life bar. I'm arguing for the case of the survivor who's getting their game ruined by a salty killer, not for the whole team in general. Sure they reward the behaviour by going to the hook, but they kind of have to and the killer is the one playing that way so you can't only blame the survivors. The devs said last dev stream that "BBQ and Chilie was made to get people away from the hooks and keep the game interesting, it encourages them to find new prey and start new chases, rather than standing at the hook and keeping the game bland". People are misinterpreting the devs saying camping is ok as it obviously is in some scenarios but it doesn't mean you should camp for no reason.
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@FrenziedRoach said:
@No_Cluie_Louis said:
I get your point, it would make borrowed time pointless and i didnt think about that. I know your saying it to insult me but honestly i wanted constructive criticism >
You need to stop assuming we're all out to insult you. I was being candid.
Your idea is just terrible, period. Coming to the hook for a rescue should come with a risk that justifies the points and ranking the survivors get for doing so. With your proposal, that risk is gone. That basically means you get all reward with little risk.
Remember, you get
1500 bloodpoints for the rescue - that's the second largest score event survivors have.
1 whole level in Benevolance for just doing the rescue and allowing the victom to survive for 10 seconds.All for doing an action that takes about a second of time and holding a single button. And you want to give this to them for free? Co'mon man, use your head!
The killer camping at least comes with the risk of him losing a ton of generators... if survivors would actually do what they're supposed to and punish the behavior.
Which comes back to what all of us have been trying to say...
CAMPING IS CAUSED BY SURVIVOR BEHAVIOR
Tbh man i was actually thanking you in my original comment for the ideas, i just worded it wrong. Again you're right that it would be ridiculous the make the action not scary (though i do think the high bloodpoint reward is partly to encourage and altruistic play style, as the game isn't meant to be played solo). The unhook action would still need to be scary, so perhaps a speed decrease for the killer shouldn't be part of my idea, or at least far weaker than i originally suggested. I still believe something should be done however to make staying near by less effective as it's quite boring for the killer, and can ruin the survivors game. Perhaps still reduce sacrifice speed while the killer is near, or maybe reduce the amount of points you get for an unhook. You need to remember that the benevolent emblem causes you to lose points if you make an 'unsafe unhook'. This makes me think the killer shouldn't be right there to hit the survivor after they're unhooked. Perhaps i should be thinking it the other way, and increasing the points for unhooking a teammate, but giving the saved teammate a 3 second sprint burst to give them a small chance. This way the saviour is getting a high risk / high reward. This however would affect borrowed time. There's a lot to think about as it all affects each other. However, i do slightly disagree that camping is caused by survivors, as though it can be, camping can also cause survivors to swarm the hook, as survivors get used to camping killers and there for are used to running to the hook, getting seen, but not getting chased as the killer doesn't want to leave the hook. Though it's mainly survivors fault, it's a loop and both roles are responsible. Please read all of this and give any more improvement suggestions.
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@AlexAnarchy said:
@No_Cluie_Louis said:
@AlexAnarchy said:
https://www.youtube.com/watch?v=SS3DvvOQI04For the people here who are stating camping is not legit, should be punished, or was
unintended.you;ve already sent that once, still don't understand why that means camping is legit, also i get they say you can pounce when they're going for a save, but that doesn't mean camp and you have to remember the game is not what it used to be.
Maybe cuz the devs say so as well and still say so today? Hell dude, the devs camp.
I don't blame them. I camp if survivors are around or the gates are open, we all do. I don't know if they camp for no reason at all though, i can't imagine they do unless it's to bait survivors, which they could still do with my suggestion but the tactic would be nerfed that's all, which is fair as it's very strong. Obviously some killers rely on this strategy in the games current state with killers being weak. But with a buff as well, the role of killer could be made easier, whilst making more people play fairly and less people camp.
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@AlexAnarchy said:
@No_Cluie_Louis said:
@FrenziedRoach said:
So anotherwords, make Borrowed Time useless and get free unhooks (which is free points as the killer is unable to respond with the speed nerf)That's exactly what your idea proposes the speed nerf would make it hard to defend the hook.
I'm sorry, but your idea is not thought through or fair.
I get your point, it would make borrowed time pointless and i didnt think about that. I know your saying it to insult me but honestly i wanted constructive criticism > @Orion said:
Your suggestion would create an imbalance in the game. In a perfectly balanced game, if the Killer is standing in an area, Survivors are supposed to clear out if they can, no matter what. You want to make it so if the Killer is standing in an area, Survivors can approach and ignore the Killer altogether. I don't care what rationalization you have, this is an imbalance of power.
There should never be a situation where Survivors can ignore the presence of the Killer, or an area where the Killer is punished for going/staying (i.e.: a safe area for Survivors).
You say that but there are pallets are there not? And i agree there shouldn't be situations where survivors wouldn't be scared to be in the killers presence, but at the same time, killers should never feel obliged to camp without justification therefor the situation wouldn't arise. If killers don't want to camp, then the mechanic wont affect them and survivors will continue to fear them. Killers are slower when they vault windows and there for they are less feared when going through one. This means there isn't much point in doing it unless in certain situations. Camping should be the same. People shouldn't want to camp unless it's justified, so a situation never comes around where the survivors aren't scared.
There are certain parts of the game where either the survivor or killer have the advantage and therefor choose how the game plays out for that particular part. It's usually the killer in control. For generators, it's the killer as they can stop the survivor form working on them (this doesn't mean they control whether the gens are completed or not but it means they can stop survivors working on them and there for choose which ones are completed). The killer controls who he chases, as well as the exit gates and the survivors hooked. The survivors control where their chases go and what generators they work on, as well as when they leave the trial. I think the survivors should be able to choose when their team is unhooked at the cost of the killer being stronger because of it.
Says Killers need justification to camp when devs literally camp / bait survivors themselves...
I don't really understand what you mean, however if the devs do camp, i didn't know and i have no idea if they do it without justification or not. Also, you could still bait survivors by camping, but all i'm saying is nerf that particular strategy as it is indeed very strong. However it is required in the games current state and there for would require a buff the appose it, which is why i have suggested adding that in other comments.
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@Orion said:
@only1biggs said:
My god, so many bad ideas smh ...I don't even know where to begin
Capped at injured? Tier 1 bloodlust all around!? No speed boost after a hit? Survivors that are re-hooked a re dead? So no 3 lives concept, just... 2 hooks and you're out and it's now easier to catch them and hook them?
You just killed the game.
Here's an idea.. when the game starts, all survivors spawn in the basement and the killer spawns at the top of the stairs. As soon as the first survivor is hit, they are teleported to the hook and the rest of the survivors are downed. It's then a race for the killer to hook everyone as fast as he can.
If you actually read the comment, you'd see I'm not suggesting every single thing on that list should be implemented. Let me know when you actually read it so we can have a proper discussion.
The irony i said the exact same thing on my thread, but you continued to tell me what a bad idea i had rather than trying to help me change my ideas, don't be such a hypocrite man. The difference is, my idea would barely change the difficulty for either roles, with it being a bit easier for killer after the change, you're essentially suggesting to make survivors never leave and make the killer have in game hacks. I had no problem with what you said on my thread untill i saw this, you insult my idea but yours is completely ridiculous.
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@FrenziedRoach said:
So anotherwords, make Borrowed Time useless and get free unhooks (which is free points as the killer is unable to respond with the speed nerf)That's exactly what your idea proposes the speed nerf would make it hard to defend the hook.
I'm sorry, but your idea is not thought through or fair.
I get your point, it would make borrowed time pointless and i didnt think about that. I know your saying it to insult me but honestly i wanted constructive criticism > @Orion said:
Your suggestion would create an imbalance in the game. In a perfectly balanced game, if the Killer is standing in an area, Survivors are supposed to clear out if they can, no matter what. You want to make it so if the Killer is standing in an area, Survivors can approach and ignore the Killer altogether. I don't care what rationalization you have, this is an imbalance of power.
There should never be a situation where Survivors can ignore the presence of the Killer, or an area where the Killer is punished for going/staying (i.e.: a safe area for Survivors).
You say that but there are pallets are there not? And i agree there shouldn't be situations where survivors wouldn't be scared to be in the killers presence, but at the same time, killers should never feel obliged to camp without justification therefor the situation wouldn't arise. If killers don't want to camp, then the mechanic wont affect them and survivors will continue to fear them. Killers are slower when they vault windows and there for they are less feared when going through one. This means there isn't much point in doing it unless in certain situations. Camping should be the same. People shouldn't want to camp unless it's justified, so a situation never comes around where the survivors aren't scared.
There are certain parts of the game where either the survivor or killer have the advantage and therefor choose how the game plays out for that particular part. It's usually the killer in control. For generators, it's the killer as they can stop the survivor form working on them (this doesn't mean they control whether the gens are completed or not but it means they can stop survivors working on them and there for choose which ones are completed). The killer controls who he chases, as well as the exit gates and the survivors hooked. The survivors control where their chases go and what generators they work on, as well as when they leave the trial. I think the survivors should be able to choose when their team is unhooked at the cost of the killer being stronger because of it.
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@Orion said:
So you want to create a situation in which the weak side has the advantage. This is not an acceptable option. If you can't rescue, then don't rescue. It's that simple. Just because you want to do something doesn't mean you can. You're supposed to be afraid of the Killer if he's in a location; instead you want to be able to ignore him completely.The reason I've said countless times the idea wouldn't work in the games current state is because right now no one is scared of the killer, but if they were, camping would be broken as you could quickly secure every kill. I'm suggesting this idea in a world where killers are feared, but don't need to camp, and instead are hungry for their next kill. If the next kill is standing next to the hook, then go for them, otherwise don't stand there for no reason. If he's been sitting around the hook for no reason for 3 minutes, the entity should punish him for not finding more victims, and encourage him to look for more. I know you don't want to listen to my idea and i get why, but please try and understand where i'm coming from and understand i'm saying this wouldn't work in the game unless it was balanced.
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@Tombstone218 said:
Camping should not be nerfed. There's no need to nerf a strategy which can viably be used, because survivors don't like it.it can be viably used, however it's also abused. It can be viably used when the exit gates are open, which is why i said it wouldn't affect you when the exit gates are open. It can be viably used when the survivors are swarming the hook, which is why i said the affect would reverse when you're in a chase. It's abused when a killer is angry that someone lasted a while in a chase (or sometimes for no reason at all) so they decide to stand around the hook to scare everyone away. The survivors can get the gens and the killer gets to secure that one kill. Other survivors sometimes take pity, but the stupid tactic then gets 2 people trapped. It makes the game incredibly boring for killer as i've done it before against SWF flashlight teabaggers (i'm a killer mean BTW) and it actually makes the game harder for you, unless the team you're against is kind in which case the tactic is too OP. Unjustified camping, ONLY unjustified camping, is pointless as it makes the game more boring for both teams and in certain situations can be OP, where as others it's hindering the killers process.
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@Crucifixxed said:
I'm okay with your suggestion to nerf killers if they make it so that any time a survivor is near a generator, the generator regresses instead of progresses, and the only way to complete a generator is to stand inside the killer radius.That doesn't sound fun for the survivors. Sounds great to me as a killer. It's almost like survivors aren't entitled to any more than they already have, and the fact they still want more to be done to killers should start being applied to the survivors as nerfs so they understand exactly what it's like to be so brutally under-powered that they can't win unless the killer attacks walls for the whole game.
Too many people haven't read everything I've said, or maybe i just ordered the information wrong. Firstly, i said my original idea was stupid but i'd also said it doesn't belong in the game, i made it for fun. Secondly I've changed many things that I've said in various comments, such as this doesn't happen when the killer is in a chase as far too many survivors sit around the hook, and it doesn't happen when the gates are open for obvious reasons. I also said a killer would automatically have permanent blood lust 1 when not in the area of the hook so it's actually a buff for fair play styles. People shouting this is a stupid nerf are wrong. The only time it actually makes being a killer harder, is when you're standing in front of the hook for no good reason (aka there's no survivors around and the exit gates are closed). Admittedly i still need to think of how to make it fair if all the remaining gens are in the area, so you have no reason to leave and what to do if you're a
trapper / hag. i'm not an entitled survivor as i'm a killer main, but i do sometimes play survivor and the killers seem to love camping, when i never camp as killer, I don't get the point, it makes the game harder, and less fun for both sides. -
@AlexAnarchy said:
https://www.youtube.com/watch?v=SS3DvvOQI04For the people here who are stating camping is not legit, should be punished, or was
unintended.you;ve already sent that once, still don't understand why that means camping is legit, also i get they say you can pounce when they're going for a save, but that doesn't mean camp and you have to remember the game is not what it used to be.
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@Orion said:
You want to create a situation in which a Killer is powerless to stop Survivors. This creates a power imbalance in the Survivors' favor, which is against the basic principle behind an asymmetrical game. Your idea is bad because of that.I don't want to make him powerless, i want to make leaving a better option. But yes, if the killer in face camping with a ######### chainsaw like the game i was just in, he does need to made a little less powerful as he made the person unsaveable. You can say the killer should control the game all you like, but being able to make it almost impossible to save someone is bullshit, especially when they'd get the same amount or more kills if they just played properly. Face camping / really close camping shouldn't be an option unless survivors are swarming the hook or the doors are open, but it is and it's completely unfair on the survivor. Survivors couldn't abuse this system as i said already the idea i suggested wouldn't have an affect if you're in a chase. This means if survivors are sticking around, chase them and hit them allowing the hooked survivor to die normally while you get to kill the idiot standing around the hook, just like normal. Meanwhile if you leave the hook you get a speed boost, allowing you to catch your next victim even faster. This is a buff not a nerf, and would literally only harm killers who want to stand in front of the hook for no reason.
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stop reporting everyone whose saying you're wrong, you are wrong .
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@Outsidedarkness said:
The Dr. is fine that is true as a killer.As a surviver he suckkķs lol.On a computer monator your eyes don't have much to cover with the movement of the skill checks But I Play on a ps4 with a 46 in screen and let me tell u its hard to catch them...If the Dr Has 75 percent reach with the shock running tinker and the perk that makes his heart beat louder (cant remember the name) all you gey done is snapping out of it. I have got out of more matches with the Dr. than I have the pig or hillbilly. But the Dr. man He maybe a ok killer in hand of me because I cant kill anyone with him but with a Person that only plays killer or the Dr. you find yourself deax on hook.How can he be average for killer and horrible as survivor. He's either op for killing and horrible for survivor or average on both. And tbh he's a low tier meme, not OP.
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@Outsidedarkness said:
U must just play killerIt's common knowlege
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@Master said:
Lets face it guys, survivors have abused mechanics that would punish the killer for camping, so that is off the table.
The only way how to rreduce camping would be to give INCENTIVE for the killer not to camp and this has been suggested several times already (trues idea to debuff genspeed for fresh hooks e.g.)
But then survivors cried that this would be a killer buff, so we will stick to the current situationI do think incentive is necessary, but i think there needs to be some form of punishment so a salty killer can't make it impossible to save someone. The problem is the devs didn't think enough about the survivors abusing it problem until after they tried it, and they gave up at the first hurdle. I'm trying to think of a way survivors couldn't abuse it.
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@AlexAnarchy said:
At this point, I think the devs should post up a big capitolized post that says CAMPING IS NOT GOING TO BE PUNISHED!!!!
And then start banning people who post [BAD WORD] camp punishment threads.
They already made it clear that camping will never in any way or form be punished cuz survivors will abuse any form of punishment they put in.I know, but i really think they should think alot more about the idea before dumping these half arsed ideas onto PTB's, only for them to fail. They should actually spend time on thinking of a system that can't be abused.
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@only1biggs said:
They have known about it for a very long time now. I reported it WAY back with video and explanation but nothing has been done in the numerous patches since
Still, if that happens to me now I just create a pile of bodies up there in the corner. SWF's with flashlights are the easiest wins.
I should have thought of that... thanks for the tip (:
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@Orion said:
I explained why your idea is bad and why derivatives of it will always be bad.Some ideas just don't work. Constructive criticism is not possible for those ideas.
I do understand your point, but i think you;re giving up too easily based on what the devs failed to do once before.
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@Orion said:
@No_Cluie_Louis said:
@DocOctober said:
@No_Cluie_Louis said:
@DocOctober said:
All in all, any such discussion is pointless from the start.The devs have tried two separate anti-camping mechanics in two separate PTBs. Both times, the Survivors abused the mechanics so thoroughly, to both the detriment of the Killer AND the hooked Survivor, that the devs eventually decided to scrap any anti-camping mechanic for good and never implement one ever again.
The devs will only ever give incentives now to leave the Hook (mainly Perks like Pop Goes The Weasel, Devour Hope, Make Your Choice, Barbecue & Chilli) instead of punishments for not doing so.
I'l say it again that the devs seem to think the solution is more simple than it is. They need to stop rushing their ideas and really make a long thought out game changing mechanic that would benefit the killer more than the survivor. It's what i'm doing but i'm asking for improvements.
Tough luck. The devs were quite clear: no more punishments for camping, only incentives not to do it.
Camping is a strategic choice made by the Killer that can work out in their favour or backfire horribly, all depending on what the other Survivors do.
The devs also said they weren't adding a clown, things happen. Tbh man i mainly made this thread for fun and to know what people think.
People think your idea is bad. I've said this ad nauseam, yet you keep blaming us for "not getting" your idea.
No man, i'm just asking for people to have constructive criticism rather than go on the thread just to tell me i'm #########. Some people have told me i'm wrong, but they told me could make it work. If you're just coming to the thread to feel superior to me by treating me like an idiot, go find some other ######### on these forums to abuse, trust me there's plenty.
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@DocOctober said:
@No_Cluie_Louis said:
@DocOctober said:
All in all, any such discussion is pointless from the start.The devs have tried two separate anti-camping mechanics in two separate PTBs. Both times, the Survivors abused the mechanics so thoroughly, to both the detriment of the Killer AND the hooked Survivor, that the devs eventually decided to scrap any anti-camping mechanic for good and never implement one ever again.
The devs will only ever give incentives now to leave the Hook (mainly Perks like Pop Goes The Weasel, Devour Hope, Make Your Choice, Barbecue & Chilli) instead of punishments for not doing so.
I'l say it again that the devs seem to think the solution is more simple than it is. They need to stop rushing their ideas and really make a long thought out game changing mechanic that would benefit the killer more than the survivor. It's what i'm doing but i'm asking for improvements.
Tough luck. The devs were quite clear: no more punishments for camping, only incentives not to do it.
Camping is a strategic choice made by the Killer that can work out in their favour or backfire horribly, all depending on what the other Survivors do.
The devs also said they weren't adding a clown, things happen. Tbh man i mainly made this thread for fun and to know what people think.
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There's better perks than both of them, but on my billy i use enduring. Brutal strength is so overrated and useless. Enduring can get some sick plays but you need to start purposefully taking the stun by swinging for every survivor on a pallet. This way they think they have time to run away but you catch up to them before they reach the next pallet. Use enduring man.
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@DocOctober said:
All in all, any such discussion is pointless from the start.The devs have tried two separate anti-camping mechanics in two separate PTBs. Both times, the Survivors abused the mechanics so thoroughly, to both the detriment of the Killer AND the hooked Survivor, that the devs eventually decided to scrap any anti-camping mechanic for good and never implement one ever again.
The devs will only ever give incentives now to leave the Hook (mainly Perks like Pop Goes The Weasel, Devour Hope, Make Your Choice, Barbecue & Chilli) instead of punishments for not doing so.
I'l say it again that the devs seem to think the solution is more simple than it is. They need to stop rushing their ideas and really make a long thought out game changing mechanic that would benefit the killer more than the survivor. It's what i'm doing but i'm asking for improvements.
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@Orion said:
@No_Cluie_Louis said:
@Orion said:
@No_Cluie_Louis said:
@Orion said:
Name one reason why killers shouldn't be allowed to defend the hook.I mean i already did say why they shouldn't stand there for no reason when there's nobody nearby and the gates aren't open but they're just a salty [BAD WORD] who wants to secure one kill. It's boring for both teams, it encourages toxicity from survivors as camping puts pressure on them to use crutch perks, play SWF with flashlights, and go for saves the moment the killer hooks them. This then encourages killers to camp more as survivors are always sitting around the hook as it becomes a habit. Another reason it's bad is it rewards killers for getting salty, rather than playing the game how it's supposed to be played, rewarding them for standing there, hitting their victim because they didn't like the fact they wasted their time, when really they should have just left that survivor if they were hard to catch and gone for someone else. If you can't catch someone, leave them and go for easier prey, don't be a baby and ruin everyone's game because you're bad and stubborn. I gave you plenty of good reasons why killers camp. I have no problem with justifiably defending their hooks though, which i think you may have misunderstood. And before you call me an entitled survivor, i'm a killer main and camping without survivors swarming you or the exit gates open is disgusting, if you want to get to rank 1, go defend the objectives not the poor soul whose game you're ruining, while making yours as boring as possible.
I mean a valid reason that takes into consideration the game's mechanics, as opposed to a reason that takes into consideration wild guesses and player entitlement.
I've already stated many times that this idea would only work if the game was balanced. Read the thread before complaining. I don't understand what you mean by wild guesses and like i said i'm a killer main, and as a killer main yes i do believe players are entitled to be hooked more than one time.
I did read that part, and even if the game were balanced, this change would still be asinine. Punishing a killer for defending his objective would be like making the gates close if too many survivors approached them. I don't care if you're a killer main or not, because your idea is bad.
Players are not entitled to anything outside the scope of the rules and game mechanics. The Wraith is not entitled to teleport. Jake is not entitled to sabotage the Hillbilly's chainsaw.
A Survivor is not entitled to getting off the hook after the Killer spent an inordinate amount of time to get them there, not to mention outplaying the Survivor at every turn. At that point, it's up to the remaining Survivors to mount an effective rescue. If they can, good for them. If they can't, then the Survivor will die. The Killer is not obligated to give them more chances than the game already presents them with.
What you're comparing it to is ridiculous. I'm saying i want it to be in the game mechanics, so why do you keep saying it's not. I wouldn't make this thread if it was. As for your ridiculous comparisons, i provided an idea that could work in this game and people would like if they actually tried to listen to me. Don't compare it to something as stupid as a teleporting wraith. You're so reluctant to listen my idea and you're going on about defending hooks and so on but when did i say you couldn't do that with a good reason. If survivors are swarming the hook, the idea i suggested wouldn't affect you. If the gates are open , it wouldn't affect you. If you actually leave the hook, (i know that's a big deal to a few killers out there) you get a quite nice speed boost which would make pallet looping impossible. The objectives the killer defends are the generators, not the hooks and people need to start seeing it as that. I mean look at the emblems. There's one for stopping gens from being done and one for stopping people healing, not stopping people from being saved. My idea would make it more fun for survivors as they don't have to have their first hook being their last, and it would be more fun for killers as they would be buffed and actually have a chance on this game, as well as the fact they don't have to sit in the same 10 meter area for the entire game waiting or the hooked survivor to die. Can you please just try and see the positives and suggest some improvements rather than putting the idea down.
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@Orion said:
@BigBadPiggy said:
I feel like this would be really good. I play killer myself and rarely camp (A survivor trying to rat out others or just being scummy to other survivors) and I feel like this would really work against the ones who camp nonstop. just add it in the next update and not put it in the patch notes at all, only inform people when they get really salty because they can't camp as efficiently. The campers would be so salty it's like the Dead Sea washed over the DBD community.This was already tried in a PTB. Survivors abused it to the point the devs decided to never try something like this again. Bottom line is, there is absolutely no reason to punish the killer for defending his kill.
I've said previously that they have indeed done it before. But with no reward for the killer leaving and no time it wouldn't work (eg when survivors are in the area/the exit gates are open). I'm so annoyed that everyone is so hostile to this idea just because the devs ######### it up once. They didn't have any variables to it and it was rushed idea with no thought. Purely if the killer is near, you die slower. And also, the idea i suggested would be a killer buff. Leaving the area causes a speed increase is insane, you could go and find someone else, and catch them faster.
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@Orion said:
@No_Cluie_Louis said:
@Orion said:
Name one reason why killers shouldn't be allowed to defend the hook.I mean i already did say why they shouldn't stand there for no reason when there's nobody nearby and the gates aren't open but they're just a salty [BAD WORD] who wants to secure one kill. It's boring for both teams, it encourages toxicity from survivors as camping puts pressure on them to use crutch perks, play SWF with flashlights, and go for saves the moment the killer hooks them. This then encourages killers to camp more as survivors are always sitting around the hook as it becomes a habit. Another reason it's bad is it rewards killers for getting salty, rather than playing the game how it's supposed to be played, rewarding them for standing there, hitting their victim because they didn't like the fact they wasted their time, when really they should have just left that survivor if they were hard to catch and gone for someone else. If you can't catch someone, leave them and go for easier prey, don't be a baby and ruin everyone's game because you're bad and stubborn. I gave you plenty of good reasons why killers camp. I have no problem with justifiably defending their hooks though, which i think you may have misunderstood. And before you call me an entitled survivor, i'm a killer main and camping without survivors swarming you or the exit gates open is disgusting, if you want to get to rank 1, go defend the objectives not the poor soul whose game you're ruining, while making yours as boring as possible.
I mean a valid reason that takes into consideration the game's mechanics, as opposed to a reason that takes into consideration wild guesses and player entitlement.
I've already stated many times that this idea would only work if the game was balanced. Read the thread before complaining. I don't understand what you mean by wild guesses and like i said i'm a killer main, and as a killer main yes i do believe players are entitled to be hooked more than one time.
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I can't believe there's a thread recommending camping and giving advice on how to do it. Unless there are people around the hook, camping makes it harder. I'm a killer main and i never understand why other killers think like this. Play fun, well and fair, not boringly, badly, and unfairly.
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@Mringasa said:
@No_Cluie_Louis said:
@Mringasa said:
@No_Cluie_Louis said:
@TeaLeaf said:
@No_Cluie_Louis said:
@Mringasa said:
Camping is fine as it is right now. The problem is Survivors feeding the campfire and even providing some marshmallows for it. Most matches, even after the usual signals and a quick scout reveal a hard patrol or legitimate camper, people still go for the unhook right in the Killer's face. The Altruism points, even if someone is rehooked immediately, are ridiculous. If they actually manage a good save, horribly rare, they can post it on their YouTube account and polish their ego.Once Survivors start playing smarter and quit feeding the Camper, it's use will become much more situational instead of how it is right now. There is absolutely no reason for people to play how they do now against a Camper, but it's their game so they can play how they want even if it screws up the rest of the match.
But that idea works both ways, as survivors get used to killers camping, so just assume they always have to go in for the save even if the killer in nearby. It's not just the survivors feeding the camper, the camper is also feeding the survivors. Just because survivors are OP right now doesn't mean people should look at this idea only from a killers perspective. Camping is stupid as its the killer essentially taking the game hostage just because he's salty. At the moment that salt is justified, but i'm talking about a future where the 2 roles are balanced
This is ... really ludicrous. Taking the game hostage? You have one individual hook while the rest are free to do gens, cleanse totems and work towards their escape. I am not adivicating for first hook in your face camping, but I think you have very bad basis and perspectives that counter your understanding to the issue. Not all camping is chainsaw in your face for 3 mins.
You see, the killer is nothing like the dev's betray. He is not in control, in fact his actions for most of the general game play is re-active. He responds to stimuli; to sound and notices, he responds to gen rushes ect ect. In general he only has a few ways to make the survives play by his rules and set the behavior of the match (such as 3 gen strat, chasing 1 of em, ect). Camping is a tactical element when done correctly. It allows killers to see how altruistic a group is, how likely you can exploit it, it offers a chance for interception, to hook or at least keep 2 from doing gens or after a short time seeing how un-altruistic the group is and plan accordingly (back to gen patrol). As well if the gates are open it is common sense to make sure the sausage you have on the hook stays there at times. It is a tool which can help or harm a killer, but what survives seem to hate (along with 3 gen) is that the killer is forcing them to change their own style. The killer is doing mind games... hes... setting the conditions of the game besides! :ohnoes:
Again, i'm talking about killers who don't care weather the survivors are gen rushing while they're camping. They just want to secure the kill by standing in the survivors face. This is taking the game hostage in a sense as you're making it virtually impossible to save the survivor. If you want to find out how the enemy team is playing, (altruistic or unaltruistic) leave your first hook to patrol generators and judge it off how quick they're saved. Also i have now thought of a reward for the killer leaving the hook as well as a punishment for staying and i do now think that my idea should be affected by the number of gens left, as when the exit gates are open, camping is a very justified option.
There is no hostage situation in any sense of the word. You screwed up in the first place by being found, mistake #1. You screwed up again by not breaking LoS and hiding properly during the chase, mistake #2. You are expecting a Killer to not use a tool in his aresenal that is 100% legal, acceptable, and useful, mistake #3.
This is why Camping does not need fixed at all. It sucks, but the counter to it is Don't Get Caught. To top that is Don't Be Seen. All this discussion and the ideas are is a way to force Killers to not use a weapon that works almost everytime because of the insanely point hungry and altruistic Survivors who play.
If Camping, a 100% legitimate tactic at any point in time, bothers you so much, change your style of play to avoid it. Go stealthy, scout a hook before charging into it, do gens if a Killer is too close. It's much the same as "Looping needs fixed". It is a part of the game, you just need to accept it and look for ways to get around it rather than trying to fix something that isn't broken.
I will say it once more: When Survivors quit feeding the Killer standing at the hook, Camping will go away and/or become purely situational. Until that time, no fix is needed because the tactic is working exactly like it's supposed to work. It sucks the moths into the flame and burns them for their poor gameplay.
You do realise what your saying right? That very attitude is the cause of toxicity for survivor and kill in this game. If survivors think don't get caught, they use the crutch perks and play SWF with brand new parts and insta heals every time. Only way to win against a killer doing the same thing. It makes the game boring for both teams when really both things i just said shouldn't be an option. The killer should be forced to play fair and survivors should be scared of the killer and not be able to run around for half the game. You can say don't be seen all you like, but you can't do that in the games ranking system and even then, you're going to get seen at some point and if you're unlucky, camped for the rest of the game. Why do people like you refuse to think the game can be improved and just put down any new idea rather than trying to improve it.
How is my attitude the cause for toxicity? If anything, it does the complete opposite. If a Killer camps, I do gens and leave. If a Killer leaves the hook, or patrols, I try for the save. It seems like common sense to me.
Why anyone would even attempt to make a save on a Camping Killer is beyond me. It almost always ends badly for multiple people. If you are stupid enough to try it, more power to you. And yes, I say stupid because trying it is just that. Punish the Killers often enough and they will stop Camping the hook. THAT is the fix. No outside actions need taken. It is something every Survivor can do, but they are too dense to understand it.
Multiple games I've seen the hot mess go down, and as soon as it does I go looking for the hatch if exit gates aren't powered. I am not going to feed the campfire like a moron. When Survivors play smart, the Killer gets hurt by Camping. When they play stupid s/he gets rewarded. It really is that simple. It does not need any Perk, new gimmick game mechanic, or Developer interference. It just needs people to play smart.
No i wait for the killer to leave, if the killer doesn't leave, then what? A survivors first hook shouldn't be their last, otherwise they wouldn't add 3 stages, you can't use the excuse of the survivors are around the hook when you've already been standing there for 5 or whatever minutes. Also, i already said that if survivors stand around the hook, the power i suggested doesn't take affect as i agree that survivors feed the killer. But just as often it's the killer standing there because he's salty he didn't catch the survivor, which annoys me so much as they'd do better if they left the hook to go for someone else and protect gens(as long as the gate's not open) but they just camp out of spite, only to say after that they were just protecting the hook or its a viable strategy. My problem is that doing it unjustifiably is a working strat and it shouldn't be in a scenario where the killer is acting like an angry 3 year old who didn't win a game. I'm a killer main and i do agree that often i must camp as survivors are running circles around the hook, but never would i without a very good reason.
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@Orion said:
Name one reason why killers shouldn't be allowed to defend the hook.I mean i already did say why they shouldn't stand there for no reason when there's nobody nearby and the gates aren't open but they're just a salty ######### who wants to secure one kill. It's boring for both teams, it encourages toxicity from survivors as camping puts pressure on them to use crutch perks, play SWF with flashlights, and go for saves the moment the killer hooks them. This then encourages killers to camp more as survivors are always sitting around the hook as it becomes a habit. Another reason it's bad is it rewards killers for getting salty, rather than playing the game how it's supposed to be played, rewarding them for standing there, hitting their victim because they didn't like the fact they wasted their time, when really they should have just left that survivor if they were hard to catch and gone for someone else. If you can't catch someone, leave them and go for easier prey, don't be a baby and ruin everyone's game because you're bad and stubborn. I gave you plenty of good reasons why killers camp. I have no problem with justifiably defending their hooks though, which i think you may have misunderstood. And before you call me an entitled survivor, i'm a killer main and camping without survivors swarming you or the exit gates open is disgusting, if you want to get to rank 1, go defend the objectives not the poor soul whose game you're ruining, while making yours as boring as possible.
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@Slowpone said:
You nerfed Save the Best For Last to get rid of machine gun camping. And now you are bringing it back. Can you just reverse it to its original functions?I do agree that even though it's the coolest change ever, it will actually buff camping. Camping needs a fix before this change can be added IMO.
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I know many people are saying camping was intended by the devs, but at the same time, we all know the devs aren't always right, as proven by perks like no mither. Also the reason it hasn't be removed is because it would be ridiculous to add a killer nerf. Again i'll say, this idea wouldn't work without a change to game mechanics that i can't think of, work together as a community and we may come up with something.