No_Cluie_Louis
No_Cluie_Louis
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@TeaLeaf 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.
This is still not taking the game hostage however. I agree doing this before the first gen's poped is a poor strategy for the killer often but these individuals are going to depip if the survivors in turn focus on gens. Also individuals who rely on this type of style only and don't care about gens probably can't prevent a team of decent survivors from hook rushing and proper use of body blocks. Tricky but vs a really unskilled killer very possible. Remember true face camping as the term was originally coined is not possible these days even if the term is thrown around.
There are also a hand full of variables which have to be considered here if the goal is to balance. SWF has an element, as in say we make the drain on life slower. Well VOIP means all the survivors buddies can direct them on if the killers looking to ambush or intercept. I don't mean the clear hes reeving chainsaw in your face but even if hes trying to be sneaky around a corner. Additionally taking a stance that the killer HAS to leave the hook removes a mind game, if a survivor knows they are free to run to a hook to save a buddy what kinda suspense is that? Just having this knowledge removes caution as well where with out knowing for sure requires more time to do it safely. There are likely several other variables that a patch to fix what is perceived as a problem will thus create more.
You may not like camping, but its at its heart a viable strategy when applied properly and you can't expect to punish the strategist, offer more boons to the survivor, or even really incentive the killer for going away (case if the problem is specifically individuals who don't care about gens they don't care about BPs either I would say). Remember after all we even have perks and killers specifically geared toward defensive and ambush tactic styles of game play, suggesting the presence of camping is intended by the devs.
If you read some of my other suggestions for improving my original idea, i suggested an incentive for killers to leave the hook.
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@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.
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Facecamped the moment he hooked me, if he didn't enjoy chasing me, he should have gone for someone else, Its not like i wanted to be chase. -
@Mercury said:
@No_Cluie_Louis said:
@Mercury said:
@No_Cluie_Louis said:
The reason i called the thread camping fix is because i think it's broken. Yes it does work at getting a survivor out of play and it isn't against the 'rules' , but it shouldn't do and it shouldn't be. It's people who think its a good strat that ruin the game. Any game can be played in a toxic way, even board games. Its called cheating and its the easiest thing in the world. You can easily not get caught and it makes the game easier, but it's no fun for you or the other people playing. I play both roles in DBD but mostly killer and I've never been able to understand why anyone would want to play like that, and think the way you seem to think.
Alright: How to fix camping - Fix Looping.
If you fixed Looping there no longer would be a profound reason to camp someone to death. Right now if I let that person who just looped me for three minutes go, that work was in vain. I will no longer feel inclined to camp, if you fix that problem.How about survivors drastically slow down, when they run through the same two pallets or windows over and over again? And their pallet throw down animation only happens at 30% speed once 60 seconds have passed.
how many [BAD WORD] times am i going to have to say that i was suggesting this idea for if the game was balanced which its not. Stop [BAD WORD] telling me im ######### and consider the idea for a game that survivors couldn't bully the killer, but are camped anyway. Use your [BAD WORD] eyes dude.
I'm sorry if it felt like it, but no where did I say that I think you're #########. You say 'if' the game was balanced. Aren't we clearly skipping something then? An even bigger problem is at hand. Until it's fixed this issue can not be looked at properly. We need to properly fix the game and then we can look at how people react. Do they still feel so inclined to camp? Yes- what's making that happen? No- problem solved.
Yes- is it purely because they want to camp? Then let's make it a harder playsytle. But we should focus on what's the biggest issue first... Pallet looping. If we can balance this game out I'll be happy to look further into solving camping with you.
I get you man. I think the problem is, we can't just say fix one thing. If we imagined a world without pallet looping, the survivors would start a chase and die, if we just removed camping, every killer would stop playing as it would be impossible to win certain scenarios. The only way to balance the game is to balance everything at once. I'm trying to think of ways that a camping fix could actually buff the killer but stop them from camping. I thought about saying my original idea with the closer the killer is to the hook within 32 meters, the faster the killer slows down and the faster the hook kill speed slows down with a minimum speed they can both be reduced to. I then realised this affect would have to reverse at the same speed if the killer is in chases within 32 meters so if survivors are all sitting next to the hook, your camping is justified and there for unaffected but the nerf. I then thought to add a gradual increase in speed if a survivor is hooked outside of the 32 meter range. The speed at which your speed increases would be faster than the average speed decrease if your within 32 meteres, to make up for the fact the survivor may be saved early on. However, the maximum it could increase to would be smaller. Eg. perhaps 10% faster as the maximum. This on top of bloodlust 1 alone would make pallet looping almost impossible after the survivor has been hooked for a short amount of time, without being too OP. I think this would actually be a buff to none-camping playstyles, whilst nerfing campers. Tell me what you think.
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dude check out my post on an idea of a fix. It is unfinished and i'm asking for advice. I've already decided to add a punishment for staying / reward for leaving the hook.
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@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.
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@SuperRavenSn1per said:
No, it's a legit strategy, you can't punish a legit strategy. It's like if devs punished survivors for genrushing. Each side should be able to use a legit strategy without being punished for it.That's a stupid thing to say as you might as well say, no it's legit for every survivor to run the meta builds + flashlights + SWF, it's a legit strategy its a legit strategy. Both these toxic play styles are and it doesn't mean they should. Stop being so single minded.
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@DasMurich said:
No_Cluie_Louis said:The reason i called the thread camping fix is because i think it's broken. Yes it does work at getting a survivor out of play and it isn't against the 'rules' , but it shouldn't do and it shouldn't be. It's people who think its a good strat that ruin the game. Any game can be played in a toxic way, even board games. Its called cheating and its the easiest thing in the world. You can easily not get caught and it makes the game easier, but it's no fun for you or the other people playing. I play both roles in DBD but mostly killer and I've never been able to understand why anyone would want to play like that, and think the way you seem to think.
It's broken, because it can work, but shouldn't work, because it shouldn't even be an option, but the people that made the game disagree, but you're correct, because using an intended strategy is toxic, toxic is also cheating.
So basically camping needs to be removed because you realize, knowing better than the developers, it shouldn't have been a part of the game to begin with and is actually an outright cheat?
I think you need to find a different game.
Thanks for understanding where you're coming fro, however despite its imperfections, i love this game and i don't think i'l be bored of it for a long time, I just hope one day the devs will start adding what the community wants but using their skills to think about it.
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@Mringasa said:
@No_Cluie_Louis said:
@Mringasa said:
Sorry. I think it's entirely on the Survivors at this point to stop rewarding the behavior. If they wouldn't feed the Camper, it wouldn't be justified to do it anymore except situationally. If I as a Killer can expect 1-3 Survivors to crouch around and wait while I'm camping their teammate, I'm going to do it. That relieves pressure on me and puts more pressure on them once their teammate dies. If they do not do this, and instead do generators, that puts all the pressure on the Killer.Survivors are the ones rewarding Killers for doing this. It doesn't need fixing, Survivors just need to stop feeding the hook. Plain and simple. If they feel it's necessary to YOLO save someone, or crouch around the hook area for the entirety of the death, that is 100% on them. Noone can fix stupid, and that's what a Camping Fix would have to do. It would have to fix the idiots who waste time trying to be a super hero instead of doing generators.
If you change anything about the hook with regards to Camping, it puts even more pressure on the Killers because they've now lost a tool in their arsenal. It won't be campers, it'll be 100% slug games. Then once everyone is on the ground, Deerstalker over and hook them all. Killer gets a 4k with all their hook stages.
If you're getting camped, help your team out and struggle the full timer. It happens to everyone. Once Killers are getting punished for Camping by the Survivors, and not some "fix", this strategy will stop being used. Until that time though, expect it to happen with every hook.
On a side note, this is why I stay around Rank 10. Most of the Survivors there are smart enough to take the wave-off hint and go do generators. I've seen Killers get punished hard for Camping, but not enough people are doing it properly. When that becomes a thing, and Killers are getting a depip with maybe 8k points, Camping will stop except as a situational strategy.
AGAIN THIS IDEA WAS IF THE GAME WAS BALANCED AND I SAID A CHANGE I WILL MAKE TO THIS IDEA IS IT TAKES NO AFFECT IF THE KILLER GETS INTO CHASES AS THAT'S THE SURVIVORS FAULT FOR STANDING NEAR THE HOOK. STOP HATING AND MAKE USEFUL SUGGESTIONS
I'm actually not hating at all. I do like the idea of stopping camping as it's no fun for anyone, but there is a very fine line on fixing something that is caused by the community and not by the game itself. If there were more objectives, Survivors wouldn't feel the need to rush the hook for points thereby denying the Killer his camping fuel. Right now, unhooks + heals are the best way to get points not to mention the emblem points you get for it.
Doing gens and leaving won't get you enough for a pip. You have to interact with the Killer in some fashion, be it evading or unhook/heal a teammate who got hurt. I think fixing camping has more to do with people learning how to stop it themselves. No adjustment in the game is going to stop it. Look at BBQ. Fantastic Perk for BP + auras. Lots of people use it. Lots of people still camp. They know they're going to get the moths and get 4 stacks eventually.
Until Survivors stop feeding the camper, anything you do to deter it isn't going to work. It's not a problem with the game, it's a problem with the people playing it. I really did like your idea, and the discussion that ensued. I just can't see it fixing anything. It'll just cause more problems when the simplest, and best, fix is to just stop feeding the Camper.
It's easy to forget that it works both ways, killers encourage toxic play styles from survivors too. A killer that camps for no reason means the only way those survivors can save, is by swarming the hook. It's a cycle and its neither teams fault, but it needs to be forced to stop by a new game mechanic. You get me?
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must have miss-remembered, my achievement for doctor then. Thanks.
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@Runiver said:
@No_Cluie_Louis said:
@Runiver said:
@No_Cluie_Louis said:
@Mringasa said:
Sorry. I think it's entirely on the Survivors at this point to stop rewarding the behavior. If they wouldn't feed the Camper, it wouldn't be justified to do it anymore except situationally. If I as a Killer can expect 1-3 Survivors to crouch around and wait while I'm camping their teammate, I'm going to do it. That relieves pressure on me and puts more pressure on them once their teammate dies. If they do not do this, and instead do generators, that puts all the pressure on the Killer.Survivors are the ones rewarding Killers for doing this. It doesn't need fixing, Survivors just need to stop feeding the hook. Plain and simple. If they feel it's necessary to YOLO save someone, or crouch around the hook area for the entirety of the death, that is 100% on them. Noone can fix stupid, and that's what a Camping Fix would have to do. It would have to fix the idiots who waste time trying to be a super hero instead of doing generators.
If you change anything about the hook with regards to Camping, it puts even more pressure on the Killers because they've now lost a tool in their arsenal. It won't be campers, it'll be 100% slug games. Then once everyone is on the ground, Deerstalker over and hook them all. Killer gets a 4k with all their hook stages.
If you're getting camped, help your team out and struggle the full timer. It happens to everyone. Once Killers are getting punished for Camping by the Survivors, and not some "fix", this strategy will stop being used. Until that time though, expect it to happen with every hook.
On a side note, this is why I stay around Rank 10. Most of the Survivors there are smart enough to take the wave-off hint and go do generators. I've seen Killers get punished hard for Camping, but not enough people are doing it properly. When that becomes a thing, and Killers are getting a depip with maybe 8k points, Camping will stop except as a situational strategy.
AGAIN THIS IDEA WAS IF THE GAME WAS BALANCED AND I SAID A CHANGE I WILL MAKE TO THIS IDEA IS IT TAKES NO AFFECT IF THE KILLER GETS INTO CHASES AS THAT'S THE SURVIVORS FAULT FOR STANDING NEAR THE HOOK. STOP HATING AND MAKE USEFUL SUGGESTIONS
With "ifs", you could put Paris in a bottle.
man its forum, i was just making a fun idea for a scenario, i didn't expect it to blow up and i didn't expect to get so much hate for it.
Dude, do I have to remind you, that you created a thread about camping ? Not to mention it's a suggestion that have been asked, tested and rejected several times ?
I wanted 2 things from this post, people to actually improve the anti camping idea rather than doing what the devs did early on in the games life and just make a rushed change that didn't work. Please don't lose hope on a fix because all we need is a group effort to think of a way it could work. I also wanted people's advice on how to improve it, not people telling me i'm #########.
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@Runiver said:
@No_Cluie_Louis said:
@Mringasa said:
Sorry. I think it's entirely on the Survivors at this point to stop rewarding the behavior. If they wouldn't feed the Camper, it wouldn't be justified to do it anymore except situationally. If I as a Killer can expect 1-3 Survivors to crouch around and wait while I'm camping their teammate, I'm going to do it. That relieves pressure on me and puts more pressure on them once their teammate dies. If they do not do this, and instead do generators, that puts all the pressure on the Killer.Survivors are the ones rewarding Killers for doing this. It doesn't need fixing, Survivors just need to stop feeding the hook. Plain and simple. If they feel it's necessary to YOLO save someone, or crouch around the hook area for the entirety of the death, that is 100% on them. Noone can fix stupid, and that's what a Camping Fix would have to do. It would have to fix the idiots who waste time trying to be a super hero instead of doing generators.
If you change anything about the hook with regards to Camping, it puts even more pressure on the Killers because they've now lost a tool in their arsenal. It won't be campers, it'll be 100% slug games. Then once everyone is on the ground, Deerstalker over and hook them all. Killer gets a 4k with all their hook stages.
If you're getting camped, help your team out and struggle the full timer. It happens to everyone. Once Killers are getting punished for Camping by the Survivors, and not some "fix", this strategy will stop being used. Until that time though, expect it to happen with every hook.
On a side note, this is why I stay around Rank 10. Most of the Survivors there are smart enough to take the wave-off hint and go do generators. I've seen Killers get punished hard for Camping, but not enough people are doing it properly. When that becomes a thing, and Killers are getting a depip with maybe 8k points, Camping will stop except as a situational strategy.
AGAIN THIS IDEA WAS IF THE GAME WAS BALANCED AND I SAID A CHANGE I WILL MAKE TO THIS IDEA IS IT TAKES NO AFFECT IF THE KILLER GETS INTO CHASES AS THAT'S THE SURVIVORS FAULT FOR STANDING NEAR THE HOOK. STOP HATING AND MAKE USEFUL SUGGESTIONS
With "ifs", you could put Paris in a bottle.
man its forum, i was just making a fun idea for a scenario, i didn't expect it to blow up and i didn't expect to get so much hate for it.
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it's not a nerf man. Paired with trappers other changes its a buff, on its own its a nerf.
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@Mringasa said:
Sorry. I think it's entirely on the Survivors at this point to stop rewarding the behavior. If they wouldn't feed the Camper, it wouldn't be justified to do it anymore except situationally. If I as a Killer can expect 1-3 Survivors to crouch around and wait while I'm camping their teammate, I'm going to do it. That relieves pressure on me and puts more pressure on them once their teammate dies. If they do not do this, and instead do generators, that puts all the pressure on the Killer.Survivors are the ones rewarding Killers for doing this. It doesn't need fixing, Survivors just need to stop feeding the hook. Plain and simple. If they feel it's necessary to YOLO save someone, or crouch around the hook area for the entirety of the death, that is 100% on them. Noone can fix stupid, and that's what a Camping Fix would have to do. It would have to fix the idiots who waste time trying to be a super hero instead of doing generators.
If you change anything about the hook with regards to Camping, it puts even more pressure on the Killers because they've now lost a tool in their arsenal. It won't be campers, it'll be 100% slug games. Then once everyone is on the ground, Deerstalker over and hook them all. Killer gets a 4k with all their hook stages.
If you're getting camped, help your team out and struggle the full timer. It happens to everyone. Once Killers are getting punished for Camping by the Survivors, and not some "fix", this strategy will stop being used. Until that time though, expect it to happen with every hook.
On a side note, this is why I stay around Rank 10. Most of the Survivors there are smart enough to take the wave-off hint and go do generators. I've seen Killers get punished hard for Camping, but not enough people are doing it properly. When that becomes a thing, and Killers are getting a depip with maybe 8k points, Camping will stop except as a situational strategy.
AGAIN THIS IDEA WAS IF THE GAME WAS BALANCED AND I SAID A CHANGE I WILL MAKE TO THIS IDEA IS IT TAKES NO AFFECT IF THE KILLER GETS INTO CHASES AS THAT'S THE SURVIVORS FAULT FOR STANDING NEAR THE HOOK. STOP HATING AND MAKE USEFUL SUGGESTIONS
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@oafafoxfeather said:
@Mister_xD said:
i stopped rading after "I've come up with this idea for a way to nerf camping and i'd like to know what people think as well as ways to improve it and weather it would work.". Honestly, as soon as you said the word "nerf", this post died for me. Killers dont need more nerfs! They had more than enough already! just give them a little bonus for not camping.
for example: i heard a lot of people telling the devs, that survivors should simply not loose life on the hook, when they are in the killers terrorradius (thats obviously a nerf), but why dont they make it, so hooked survivors outside the terrorradius loose their life twice as fast than normal (same idea, but instead of punishing the killer for staying close, you reward them for going away) and maybe give them some negative effects (like -5% speed for healing, sabotaging and rapairing) for each time they got hooked (so its actually bad that you already got hooked, since it makes you less effective. right now there is no difference between a survivor who already got hooked and a survivor who never got hooked)
long story short: stop trying to f*cking nerf the killers. IT IS NOT A GOOD IDEA! otherwise the killers will quit and the game will die.EDIT: fixed some grammar issue
How long does it take to get a good 4 men lobby? You're explaining me camping isn't bad but it just kills the fun for one side. They're already nerfing the survivors. Remember not having survivors kills the game also just a little FYI. Also toxicity among survivors started from killers camping and so on a neverending circle of hate. You can't have one side without the other. Some of the streamers came with an idea of giving a debuff to the survivors. I got an idea about gen rushing as well. After a gen is done 20 sec all other gens are blocked from getting done and/or started but the killer can kick them and the regression is faster. Camping is just the BM of killers just like survivors bully the killer.
Thank you for trying to see my idea from another point of view. Nerfing camping isn't even a killer nerf, it's a buff as it encourages them not to play such a ######### playstyle. Also why is no one reading where i said this idea was for if the game was balanced.
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@Mercury said:
@No_Cluie_Louis said:
The reason i called the thread camping fix is because i think it's broken. Yes it does work at getting a survivor out of play and it isn't against the 'rules' , but it shouldn't do and it shouldn't be. It's people who think its a good strat that ruin the game. Any game can be played in a toxic way, even board games. Its called cheating and its the easiest thing in the world. You can easily not get caught and it makes the game easier, but it's no fun for you or the other people playing. I play both roles in DBD but mostly killer and I've never been able to understand why anyone would want to play like that, and think the way you seem to think.
Alright: How to fix camping - Fix Looping.
If you fixed Looping there no longer would be a profound reason to camp someone to death. Right now if I let that person who just looped me for three minutes go, that work was in vain. I will no longer feel inclined to camp, if you fix that problem.How about survivors drastically slow down, when they run through the same two pallets or windows over and over again? And their pallet throw down animation only happens at 30% speed once 60 seconds have passed.
how many ######### times am i going to have to say that i was suggesting this idea for if the game was balanced which its not. Stop ######### telling me im ######### and consider the idea for a game that survivors couldn't bully the killer, but are camped anyway. Use your ######### eyes dude.
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@FrenziedRoach said:
@No_Cluie_Louis said:
I dont understand why killers will find any excuse to camp. Im a killer main with 600 hours on the game and i rarely camp. It actually makes the game harder for you and its really boring. I've never understood the point.
Just edited to add that if someone tea bagged me, i would camp them for the reason that an ignorant arse hole doesn't deserve to have fun.Vengeance? Salt Mining? Because they don't like the character?
Does it really matter?
But that's just such a stupid answer. It's like being asked why a murderer in real life would kill someone and them saying because they can. You can go outside right now and stab someone with a kitchen knife. You can do alot of things but it doesn't mean you should.
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@ASpazNamedSteve said:
I think the 'merciless victory' is a bit misleading now with the emblems. I think what it actually means is you need to kill all 4 survivors (you killed 3), because that used to be a merciless victory.Now a merciless victory is double pipping.
it used to be that way but not anymore. I got adept doctor the other day with a 3 kill and merciless killer.
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@Das_M said:
You need a 4kill for this one. Pips don´t matter.it used to be that way but not anymore. I got adept doctor the other day with a 3 kill and merciless killer.
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@FrenziedRoach said:
@No_Cluie_Louis said:
i'm not talking about that kind of camping as it's fully justified, i'm talking about when a salty killer doesn't like that he was outplayed, or even worse he's just a complete arse and he decides to camp with no real reason. As a killer main i totally agree that its their fault if they stand around the hook because they're too cocky.
Your mistake is assuming he doesn't have a right to do so. Hell, I used to camp certain Nea's because their zebra pants offended my eyes. Gotta problem with that? Too bad, it's on the survivor to prevent me from catching them.
The behavior itself is discouraged, but not banned by the devs. To call something that is well-within the rules of the game "Toxic" is silly.
By the way, this part where you said "a salty killer doesn't like that he was outplayed" - it's a tactically sound idea to take a difficult target permanently out of play. It's not toxic just because you disagree with the strategy.
The reason i called the thread camping fix is because i think it's broken. Yes it does work at getting a survivor out of play and it isn't against the 'rules' , but it shouldn't do and it shouldn't be. It's people who think its a good strat that ruin the game. Any game can be played in a toxic way, even board games. Its called cheating and its the easiest thing in the world. You can easily not get caught and it makes the game easier, but it's no fun for you or the other people playing. I play both roles in DBD but mostly killer and I've never been able to understand why anyone would want to play like that, and think the way you seem to think.
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@Broccoli_Jaeger said:
Did you use any add-ons? I don't think you are allowed to use them if you want the achievementI just got the achievement as i managed to do it again. I still used addons so yes you can use addons, however i think the problem was the fact i didn't put the perks in the first 3 slots, they were in the first, third and last. If that's the case its a bug and needs fixing.
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I dont understand why killers will find any excuse to camp. Im a killer main with 600 hours on the game and i rarely camp. It actually makes the game harder for you and its really boring. I've never understood the point.
Just edited to add that if someone tea bagged me, i would camp them for the reason that an ignorant arse hole doesn't deserve to have fun. -
@salty_jim said:
I wish I got a euro every time someone made this suggestion, I'd be so rich by nowMaybe people should stop denying the idea straight away, and instead work together to improve it so it actually works. Also ik it wouldnt work in the game in its current state.
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@SaltyKiller said:
I'm really sick of people who don't know what what editing means.?
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@Lord_Technopapst said:
Why not just make the sacrifice go slower if the killer is nearby and has not been in a chase for x seconds? So if survivors are camping nearby the hook and you know about that you just have so see them to be in a chase and the sacrifice would go on normally.
So if a killer knows that survivors ale also camping by the hook he has to just find then and turn back -> so survivors have to leave the hook so that the sacrifice goes slower and start gens -> that would force the killer to search/chase them
Seems like a good idea to me. What do you think?And yes, I know that this would cause heavy problems for high ranks killers like @Someissues said. I don't think that there is a way to fix camping etc. without making another problem. But maybe, if you also think about the problems which are coming from that and try to fix them as well, it will work out at the end without making DBD a complete different game.
I just reread this comment and i understand you now. I think how it could work then is if the killer gets in a chase, the strength of the affect starts going back down again at a faster rate to what it rises at, the moment he ends the chase, it would start rising again. I still believe the slowed moment speed is necessary as if the killer does decide to keep face camping despite the survivors going and doing all the gens, the survivor will keep dying just much slower and will eventually need rescuing. If the killer has decided to face camp, their needs to be a chance of that happening. Soon i'm gonna make a second version of this thread with the updated version of the idea.
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@Lord_Technopapst said:
@No_Cluie_Louis said:
@Lord_Technopapst said:
Why not just make the sacrifice go slower if the killer is nearby and has not been in a chase for x seconds? So if survivors are camping nearby the hook and you know about that you just have so see them to be in a chase and the sacrifice would go on normally.
So if a killer knows that survivors ale also camping by the hook he has to just find then and turn back -> so survivors have to leave the hook so that the sacrifice goes slower and start gens -> that would force the killer to search/chase them
Seems like a good idea to me. What do you think?And yes, I know that this would cause heavy problems for high ranks killers like @Someissues said. I don't think that there is a way to fix camping etc. without making another problem. But maybe, if you also think about the problems which are coming from that and try to fix them as well, it will work out at the end without making DBD a complete different game.
I thought about taking in to account if survivors are nearby at first, but then i realised when someone is face camping purely due to salt, the survivors have to gather round to try and make a group effort at saving. When this happens the killer usually runs at them for a second to scare them off so the idea wouldn't work.
But that's a situation where it would work. If someone is salty and facecamps the others have more than enought time to do the gens and open the exit. And if they are fast enough they can still save the other person and escape.
To "fix camping" does not mean that nobody is doing it. That will never happen. It's about making it really useless like giving the others enough time to easily escape the match.That's actually a really good point, i kinda forgot i said they would die slower as well. Thanks for the idea.
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@FrenziedRoach said:
And once again - people seem to completely miss the true core of the camping issue.CAMPING IS CAUSED BY THE SURVIVORS
Some of you need to watch Marth's group from time to time. If somebody is getting camped, they just gen rush to counter. It hurts the killer's score every time.
Most of us who aren't newbies as killers KNOW that it's better to chase somebody else because we feel the generator pressure without prompting and chasing somebody instead of camping effectively pulls 3 people off gens. HOWEVER....
If somebody does a save before I walk 10 steps away - you just guaranteed a tunnel. You just robbed me of time I need people off generators by rescuing them that quickly so I need that guy dead. I also hate being rescued when the killer is nearby, so you bet your ass I'm going to try to hurt your Benevolance score with a quick knock down.
If you make yourself obvious bait, I'm not going to take it as being obvious like that insults my intelligence. I'm not a chump that's easily baited. I suspect somebody else is nearby in that case... so I've gotten the 3 people I want off gens off the gens. Why should I leave at that point? At the most, I might fake a quick run just to bait your teammate out. Now who's the chump?
If you are being chased and you run around the hook, you've more or less forced the killer to be in the area.
Yes, some killers are always going to camp. That can't be helped. But if you want to them to stop, you have to stop encouraging the behavior by engaging in survivor behavior that doesn't force the camp.
i'm not talking about that kind of camping as it's fully justified, i'm talking about when a salty killer doesn't like that he was outplayed, or even worse he's just a complete arse and he decides to camp with no real reason. As a killer main i totally agree that its their fault if they stand around the hook because they're too cocky.
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@SaltyKiller said:
@No_Cluie_Louis said:
I've come up with this idea for a way to nerf camping and i'd like to know what people think as well as ways to improve it and weather it would work. I know this game is unfair to killers so this post seems ridiculous but this idea is if the game was balanced, what the perfect fix to camping would be.The longer and the closer a killer is near a hooked survivor, the slower the survivors death progression on hook would be and the slower the killers movement speed would become. The affects caused by the killer standing close to the hook would persist at a strength corresponding to how close and for how much time the killer was standing by the hook even after the killer had left the area, and would only end when the survivor is killed or rescued. If the killer continued to stay near that hooked survivor, the affects would continue to increase up to a maximum strength. These would be around 60% as the minimum movement speed a killer can be slowed to and 30% the normal speed a survivor dies on a hook. These limits however would take a while of close range camping to reach, Eg: 60 seconds of standing within a 8 meter range or 120 seconds of standing in a 16 meter range. You may say that after 100 seconds you would be dead anyway however the affect wouldn't suddenly start, it would gradually increase the longer and close the killer is to the hook. After a survivor is rescued, the affect would persist for another 10 seconds corresponding to whatever strength it was up to when the survivor was saved. All these statistics could be affected by new perks for both killer and survivor, speeding up and slowing down the rate at which the affects increase in strength. By the way none of the statistics i used earlier would be used, they were just examples to show how the affects would increase in strength. Feel free to tell me what you think and make improvements.
I just wanted to let you know that after the Tinkerer re-work goes through I'll stick Insidious on my P3 Leatherface just for you, breh.
Firstly whats that got to do with the tinkerer re work (which sounds amazing by the way) and second ))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))): why???
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@Nick said:
@No_Cluie_Louis said:
@Nick said:
You shouldnt punish a killer for having someone on a hook. You should reward him for chasing another person instead. Why is it always punishment instead of rewarding. Killer objective: Hook a person. BUUUUUT!!!!!!! you can't stay close, or else you will be punished!I get where you're coming from, but the worst campers who will not leave the hook for anything are camping off of salt. No incentive will stop them from getting their revenge, but you can still make it hard for them to get said revenge. Maybe what i should of done is suggested a punishment and reward system in this idea.
Its not getting better if you fight salt with salt. Punishing is never the answer
Well you need something to convince the killers not to secure that one kill, and the only thing that's gonna convince such a thick-skulled moron is an automatic 4 kill for leaving the hook.
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@AlexAnarchy said:
[BAD WORD] hell with the people who keep posting for camping to be fixed or nerfed...
https://www.youtube.com/watch?v=SS3DvvOQI04
And they always post the exact same stupid idea as the last one which the devs tried and was abused during ptb so devs decided that camping will never be punished.I don't know how many times i'm gonna say these 2 things, but i should have added a punishment for staying AND a reward for leaving, also this idea was for an ideal future where the roles of survivor and killer are balanced, which isn't the case in the games current state.
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@Mercury said:
Of course I know the idea is flawed. But can people finally grasp the concept that general camping is part of the game and devs have told us many times it's supposed to be in the game?If you want to stop camping make it rewarding for the killer to leave the hook. If you pressure us into leaving by 'nerfing' it like this, I don't see myself going away. I'd just play even closer and safer to the hook. Have a nice little chat with you as we hang around.
I said further to a comment like this: "I get where you're coming from, but the worst campers who will not leave the hook for anything are camping off of salt. No incentive will stop them from getting their revenge, but you can still make it hard for them to get said revenge. Maybe what i should of done is suggested a punishment and reward system in this idea."
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@Nick said:
You shouldnt punish a killer for having someone on a hook. You should reward him for chasing another person instead. Why is it always punishment instead of rewarding. Killer objective: Hook a person. BUUUUUT!!!!!!! you can't stay close, or else you will be punished!I get where you're coming from, but the worst campers who will not leave the hook for anything are camping off of salt. No incentive will stop them from getting their revenge, but you can still make it hard for them to get said revenge. Maybe what i should of done is suggested a punishment and reward system in this idea.
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@Someissues said:
The current meta especially high rank forced all killers to camp. You just have to campIf you play the style of going after another person not caring for the person on the hook, you're guranteed to lose, at most with 1 kill or no sacrifice
Your suggestion on survivors health not dropping has been done in the past. it didn't work well and the devs removed it. though the suggestion for your unhook outside of killer terror radious is good.
Survivors getting 3 lives on high rank posed too much of an issue. Forces all killers to tunnel, you just have to tunnel. if you don't the other guy can get off 3 times more wasting you alot of time rather than you focusing on one person and killing him.
As much as i love to go around survivors instead of camping, on higher ranks its simply not possible. gens are done way too fast, you lose so much time chasing survivors instead of focusing on killing one survivor
I'm having to keep saying this but i was suggesting this idea in an ideal future where the 2 roles of killers and survivors are balanced, which isn't the game in its current state.
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@Lord_Technopapst said:
Why not just make the sacrifice go slower if the killer is nearby and has not been in a chase for x seconds? So if survivors are camping nearby the hook and you know about that you just have so see them to be in a chase and the sacrifice would go on normally.
So if a killer knows that survivors ale also camping by the hook he has to just find then and turn back -> so survivors have to leave the hook so that the sacrifice goes slower and start gens -> that would force the killer to search/chase them
Seems like a good idea to me. What do you think?And yes, I know that this would cause heavy problems for high ranks killers like @Someissues said. I don't think that there is a way to fix camping etc. without making another problem. But maybe, if you also think about the problems which are coming from that and try to fix them as well, it will work out at the end without making DBD a complete different game.
I thought about taking in to account if survivors are nearby at first, but then i realised when someone is face camping purely due to salt, the survivors have to gather round to try and make a group effort at saving. When this happens the killer usually runs at them for a second to scare them off so the idea wouldn't work.
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@Runiver said:
@No_Cluie_Louis said:
@Runiver said:
A similar idea have been tested in the previous PTBs.
And it has been so heavily abused that devs instantly removed it.Camping is already fine and fair : you're not supposed to get unhooked everytime. If you would, it would make getting hooked rather trivial, especially for a 1v4 game.
camping isn't fine and fair, the game may be easier for survivors but it's controlled by the killer. at the moement> @DasMurich said:
I had rare match today and landed 4/4, which was virtually handed to me. Got the first survivor on the hook and had 2 other survivors on my ass trying to get the one down, and they did, which resulted in the virtual instant death of that first one being hooked 3 times in quick succession. I never left the hook because the survivors would not leave. Their altruism got them killed, and pretty quickly. I got called a "camping #########" after the match.
I sometimes can't wrap my head around the level of entitlement I see from some survivors.
Fully understand where your're coming from as i actually play more killer than survivor and the same thing happens to me all the time. But even you can see as i can see form the way you said it that their over altruistic behaviour lead to their downfall, when really it should have just made the game slightly harder. If the nerf i suggested was in place, you would have got 2 kills but the other 2 could have time to get away and go back to generators. I think too many people think i'm a toxic survivor main and aren't thinking about the potential to this idea.
The game is totally in control of the survivors.
One of them may get caught and camped, eventually, which is "out of his control, once he get caught", but other than that, if survivors do play accordingly, the killrate of most killers won't exceed 0,6 out of 4.
Just watch Marth's Experiment.I don't think people read where i said this nerf would be ideal in a future where the roles of survivors and killers are balanced, and not in the game in its current state.
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@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
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@Runiver said:
A similar idea have been tested in the previous PTBs.
And it has been so heavily abused that devs instantly removed it.Camping is already fine and fair : you're not supposed to get unhooked everytime. If you would, it would make getting hooked rather trivial, especially for a 1v4 game.
camping isn't fine and fair, the game may be easier for survivors but it's controlled by the killer. at the moement> @DasMurich said:
I had rare match today and landed 4/4, which was virtually handed to me. Got the first survivor on the hook and had 2 other survivors on my ass trying to get the one down, and they did, which resulted in the virtual instant death of that first one being hooked 3 times in quick succession. I never left the hook because the survivors would not leave. Their altruism got them killed, and pretty quickly. I got called a "camping #########" after the match.
I sometimes can't wrap my head around the level of entitlement I see from some survivors.
Fully understand where your're coming from as i actually play more killer than survivor and the same thing happens to me all the time. But even you can see as i can see form the way you said it that their over altruistic behaviour lead to their downfall, when really it should have just made the game slightly harder. If the nerf i suggested was in place, you would have got 2 kills but the other 2 could have time to get away and go back to generators. I think too many people think i'm a toxic survivor main and aren't thinking about the potential to this idea.
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@Lord_Technopapst said:
@No_Cluie_Louis said:
@Lord_Technopapst said:
@No_Cluie_Louis said:
@Lord_Technopapst said:
@Mercury said:
It's always punishment instead of reward. Why not make it, that if a survivor is unhooked outside of the killer's terror radius, the survivor is dead upon next hook, skipping the summoning phase. There, fixed camping.That would buff camping on Billy, Nurse, Wraith, Hag (maybe even Huntress; she just have to aim with a hatchet towards the hook) and Insidious. Also this would make Devour Hope and Make your Choice complete useless.
How would it buff those killers and wouldn't it improve make your choice and devour hope?
The killer can easy go back to the hook after a rescue and just kill the survivor pretty easy. Devour Hope would kick in after 3 survivors are already dead because after every token you get you can kill someone. And why should you chase someone (even if he is exposed by make your choice) if you can kill the other one instead. You don't get anything from make your choice than.
The devour hope thing makes no sense. Why would you get a kill for every token? The killers can obviously go back to the hook, this is fixing camping not tunnelling and of course fast killers will be better at that, they could already go back faster, that's not changed. As for the make your choice thing, the killer always can choose between the wounded survivor and the saviour, how does my idea change that. That's why make your choice is such a bad perk.
You get a token if the person is unhooked and than you just go back and tunnel them to get the kill. So if you play efficent you get only one token and than you go killing the survivor.
Buffing fast killers like Billy and Nurse makes them way too strong and that would damage the experience for all survivors because they just come to a point where nearly every player plays them and than they get killed really fast.
Hag maybe needs some buffs, but that would make her broken and really a pain in the ass to play against.
Other Killers like Freddy are than again less viable so you would overall more devide the killer into viable and not viable. That's also not a good idea.
(Just realised that the Pig and Myers would also get a buff from this. But this buff would not make the game better for survivors.)
The idea of make your choice is that you only need one hit to down the survivors. You are right, that won't change. But if you have the choice between downing the rescueer with one hit and hook them or downing the rescued survivor and kill them there is no choice to be made. You always go for the survivor which you can kill instead of hooking the other survivor for the first time.
Make your choice would only be viable if the rescueer was already hooked but you lost him. The perk is already a situational perk; you have to leave the hook and than it only helps you if you find the rescueer first. So decresing the window where it is useful would make him worse.And fixing camping but than on the other hand buff tunneling really hard does not make the game better.
---edit---
@No_Cluie_Louis I think we are talking past each other. Everything I wrote so far was about the idea from Mercury. You earlier wrote "how would my idea change that" (or something like that) and I just want to make clear, that I haven't talked about your idea so far.
I just gave you an upvote because I like every idea that punishes camping without any downside for survivors like yours.oooooh i get you now, i thought you were talking about my idea not mercury's so i didnt understand any of your points. Yeh i totally agree with you.
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@Lord_Technopapst said:
@No_Cluie_Louis said:
@Lord_Technopapst said:
@Mercury said:
It's always punishment instead of reward. Why not make it, that if a survivor is unhooked outside of the killer's terror radius, the survivor is dead upon next hook, skipping the summoning phase. There, fixed camping.That would buff camping on Billy, Nurse, Wraith, Hag (maybe even Huntress; she just have to aim with a hatchet towards the hook) and Insidious. Also this would make Devour Hope and Make your Choice complete useless.
How would it buff those killers and wouldn't it improve make your choice and devour hope?
The killer can easy go back to the hook after a rescue and just kill the survivor pretty easy. Devour Hope would kick in after 3 survivors are already dead because after every token you get you can kill someone. And why should you chase someone (even if he is exposed by make your choice) if you can kill the other one instead. You don't get anything from make your choice than.
The devour hope thing makes no sense. Why would you get a kill for every token? The killers can obviously go back to the hook, this is fixing camping not tunnelling and of course fast killers will be better at that, they could already go back faster, that's not changed. As for the make your choice thing, the killer always can choose between the wounded survivor and the saviour, how does my idea change that. That's why make your choice is such a bad perk.
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@Lord_Technopapst said:
@Mercury said:
It's always punishment instead of reward. Why not make it, that if a survivor is unhooked outside of the killer's terror radius, the survivor is dead upon next hook, skipping the summoning phase. There, fixed camping.That would buff camping on Billy, Nurse, Wraith, Hag (maybe even Huntress; she just have to aim with a hatchet towards the hook) and Insidious. Also this would make Devour Hope and Make your Choice complete useless.
How would it buff those killers and wouldn't it improve make your choice and devour hope?
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@Mercury said:
It's always punishment instead of reward. Why not make it, that if a survivor is unhooked outside of the killer's terror radius, the survivor is dead upon next hook, skipping the summoning phase. There, fixed camping.that definitely wouldn't work as it would encourage farming, overly nerf survivors (Ik they need it but not that much), and it would buff all killers with small terror radii
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@Goobz said:
How is the hillbilly a useless killer he's practically the best. The Nurse is only viable because she breaks all the game mechanics.Ikr
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@Lord_Technopapst said:
@No_Cluie_Louis said:
@Lord_Technopapst said:
Last month I started to play Killer more than just for the rituals and I had a pretty good time with Doc, Wraith and Myers. Most games are fun and even though I lose some rounds where everyone escapes I'm still enjoying it.
But every now and than I get a SWF group with players that are much better than I. Because of the lack of a real ranking system that's something that happens and I have to admit, that I also enjoy it to face much better/worse Killer/Survivors every 13th-16th in the month.
However, some group really make me feel like #########. If a killer has to face a group of survivors with multiple flashlights, desicive stikes or brand new parts this game goes from fun to a feeling which I would describe as just [BAD WORD], noob (name of that emotion was taken from some after game chats).
I try not to be like remove flashlights, fix d-strike bla bla bla because I know that flashlights can be dealt with. SWF group that play in a much lower rank then where they belong are the problem. They just stop respecting the killer and see them as their dog to play with.
So I tried to figure out what is the unfair part about the games where I can do nothing about which can be fixed to prevent the killer from being a useless victim but keep the counter mechanics for the survivors up.
And now after a way too long introduction comes my first buff idea:Entity blocking the exit also for survivors
As the Killer approaches the exit gates the entity blocks it, so that he can not escape. If this barrier would also come up for survivors it would be a counter for the unhooking and then blocking behind a survivor giving the killer no chance to get them. Now after the gates are opened killer mostly just stay with the hooked survivor if there is one and camp them. With this changes killer could chase another survivor, knowing that as long as he is behind them in the exit area, they can't escape. The killer gets the chance to get another survivor hooked and the others can unhook the person.
This would lead in my opinion to a more exciting end game because as a survivor you have to make sure you have enought distance between you and the killer to escape the trial and killer don't have to camp as soon as one gate is open. Saving someone from the hook at team also needs a strategy instead of just blocking behind the injured survivors.
Also survivors do not just run towards the exit line, self care, and then go back just to save another person. In order to not get trapped in the exit they have to leave or try to escape and then heal themself.
You get also a punishment for cocky survivors which refuse to leave in order to taunt the killer in the end.Make the short ranged killer M1 a AoE strike
SWF group tend to just bodyblock the killer in order to make it impossible to hook someone. I don't think that this should be removed, but it's way to easy. If the short ranged M1 attack deals damage in a small cone in front of the killer it would be possible to hit two survivors at the same time. That espacially helps if you get blocked by more than one person in a corner so you have to hit twice in order to move again.
For bodyblocking you would have to alternately block the path of the killer and not just run there and sneak in front of the hook. So it's still possible, but you have to respect the killer as a threat and be careful of what you are doing.
I think that my ideas are pretty simple which I think is good because noone wants to overly complex mechanics to balance the game. They also do not affect every game you play, they are situational and should make the killer more threatening against SWF groups.
I read a lot about people complaining about that SWF is to powerful. So what do you guys think about it? Could my ideas make these matchups more balanced? Or am I not having the right approach to this topic?
I'm looking forward to get some feedback and hear about other ideas from you.I know you have tried hard for both these ideas but both wouldn't work. The first one allows the killer to essentially pick the survivor they liked the least whose still left at the end, then constantly chase them with their being no chance of them escaping. As long as you're there then they can't escape so you can essentially take the game hostage. The second idea at first sounded good but then i realised you're buffing camping. It means you can stand at the hook and down the rescuer and the hooked person in one go. I agree a change needs to be made but these wouldn't work.
You are right with the camping. They should make camping a so bad tactic that no one wants to play it first and then think about my idea. Totally agree.
To the first point, the entity block really late. So the killer has be past the colums for it to be blocked. You just have to make sure that you can outplay the killer next to an exit and work with your exhaustion perks to build up the distance. There is not much needed.I guess the first one could work then. And about the camping, the perfect fix would be the longer and the closer the killer stands near the hook, the slower he gets, and the slower the hooked survivor dies. He wouldn't slow down that quickly but it would be enough so if he's within 5 meters of the hook for about a 80 seconds the survivor would pretty much stop dying and the killer would move at about 50% the speed of a survivor. This affect would persist for 10 seconds after the survivor is unhooked. Here's a discussion i made for my camping fix idea https://forum.deadbydaylight.com/en/discussion/4888/camping-fix#latest
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@SaltyKiller said:
@RogueGoddess said:
FYI: Killers who are amazing at this game can down SWF just as easily. Honestly, there have been countless times when my sister and I have been playing together, which is usually the case, and we have been slaughtered. This can also be done because of campers. Those toxic [censored]s just need to stop. I'm still waiting on the fix the creators claimed they were going to have for that. I suppose their answer is SWF. -.-
Other times, though, I have played alone and killers contacted me chewing me out for SWF when I wasn't even with other people I knew. I'm just that helpful to others.

I laughed.
Why laugh. I've got about 400 hours on killer, downing SWF isn't a big problem, what is the problem is when i play survivor and killers camp me because they think im playing SWF when im not (AKA they will make any excuse to camp)
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@Lord_Technopapst said:
Last month I started to play Killer more than just for the rituals and I had a pretty good time with Doc, Wraith and Myers. Most games are fun and even though I lose some rounds where everyone escapes I'm still enjoying it.
But every now and than I get a SWF group with players that are much better than I. Because of the lack of a real ranking system that's something that happens and I have to admit, that I also enjoy it to face much better/worse Killer/Survivors every 13th-16th in the month.
However, some group really make me feel like #########. If a killer has to face a group of survivors with multiple flashlights, desicive stikes or brand new parts this game goes from fun to a feeling which I would describe as just [BAD WORD], noob (name of that emotion was taken from some after game chats).
I try not to be like remove flashlights, fix d-strike bla bla bla because I know that flashlights can be dealt with. SWF group that play in a much lower rank then where they belong are the problem. They just stop respecting the killer and see them as their dog to play with.
So I tried to figure out what is the unfair part about the games where I can do nothing about which can be fixed to prevent the killer from being a useless victim but keep the counter mechanics for the survivors up.
And now after a way too long introduction comes my first buff idea:Entity blocking the exit also for survivors
As the Killer approaches the exit gates the entity blocks it, so that he can not escape. If this barrier would also come up for survivors it would be a counter for the unhooking and then blocking behind a survivor giving the killer no chance to get them. Now after the gates are opened killer mostly just stay with the hooked survivor if there is one and camp them. With this changes killer could chase another survivor, knowing that as long as he is behind them in the exit area, they can't escape. The killer gets the chance to get another survivor hooked and the others can unhook the person.
This would lead in my opinion to a more exciting end game because as a survivor you have to make sure you have enought distance between you and the killer to escape the trial and killer don't have to camp as soon as one gate is open. Saving someone from the hook at team also needs a strategy instead of just blocking behind the injured survivors.
Also survivors do not just run towards the exit line, self care, and then go back just to save another person. In order to not get trapped in the exit they have to leave or try to escape and then heal themself.
You get also a punishment for cocky survivors which refuse to leave in order to taunt the killer in the end.Make the short ranged killer M1 a AoE strike
SWF group tend to just bodyblock the killer in order to make it impossible to hook someone. I don't think that this should be removed, but it's way to easy. If the short ranged M1 attack deals damage in a small cone in front of the killer it would be possible to hit two survivors at the same time. That espacially helps if you get blocked by more than one person in a corner so you have to hit twice in order to move again.
For bodyblocking you would have to alternately block the path of the killer and not just run there and sneak in front of the hook. So it's still possible, but you have to respect the killer as a threat and be careful of what you are doing.
I think that my ideas are pretty simple which I think is good because noone wants to overly complex mechanics to balance the game. They also do not affect every game you play, they are situational and should make the killer more threatening against SWF groups.
I read a lot about people complaining about that SWF is to powerful. So what do you guys think about it? Could my ideas make these matchups more balanced? Or am I not having the right approach to this topic?
I'm looking forward to get some feedback and hear about other ideas from you.I know you have tried hard for both these ideas but both wouldn't work. The first one allows the killer to essentially pick the survivor they liked the least whose still left at the end, then constantly chase them with their being no chance of them escaping. As long as you're there then they can't escape so you can essentially take the game hostage. The second idea at first sounded good but then i realised you're buffing camping. It means you can stand at the hook and down the rescuer and the hooked person in one go. I agree a change needs to be made but these wouldn't work.
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i agree about pig, trapper and billy. But i like the way the wraith drags you back and i would probably put michael on the list as his kill is a snooze fest. What they need to do with this new cosmetic shop is add an option to buy new moris for killers. (Maybe 2 other options for each killer). And the bought ones would require a certain amount of space in the area (like Friday the 13th except more space needed) and some would use part of the killers ability. Eg. the huntress would need a largish amount of space so she could stand back and throw a hatchet (at close range im talking like 4 meters away) right at the survivors head. Trapper would need a trap if he was gonna crush someones head with it. Clown could smash 2 bottles together then stab the survivor to death with the 2 glass shards and ect. I really think this shop can open new possibilities for in game customisation.
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@Hobolobo27 said:
I have a couple ideas for buffing Freddy's power that I would like to share. I think it would be really cool if survivors see phantasms of Freddy and illusions of pallets that have been destroyed similar to the Doctor or Hag when they are in the dream world.
The phantasms would only appear to survivors who are outside of Freddy's terror radius while asleep and the frequency or number of them appearing at a time would be judged by new add-on's for Freddy. These phantasms produce their own terror radius and actually home in on the nearest survivor it spawns by as if it was the actual killer player and swing at the survivor seeing it, only to disappear into a cloud of ash before it would actually do any damage. The auras of the phantasms can also be visible to Freddy with an add-on effect. The phantasms disappear immediately if the real Freddy's terror radius comes within range of a survivor in the dream world. If pallet stunned or blinded by a flashlight, the phantasm disappears before attempting to swing at the survivor.I also think that the dream transition time should be reduced by 0.5 seconds for each generator done in the match. These changes would not only make Freddy a high tier killer, but would also make his power much more consistent with how it works in the movies since he is all about tormenting his victims with illusions before delivering the killing blow.
Please feel free to share this idea with friends, forums, the devs, etc but please remember to credit the idea as being mine if you do!
You evidently haven't thought this through as Freddy can see survivors out his terror radius, so what good is seeing an illusion near them as well. Pallet illusions wouldn't make much sense either. Firstly you might as well make doctor and Freddy the same killer which is boring and pointless. Secondly it wouldn't make sense for Freddy's power to do that. Also it would very difficult for the devs to make a moving AI and it would be extremely obvious it wasn't the real Freddy. The perfect Buff for Freddy would be you can't interact with anything in the dream world other than pallets and vaults (this means you can't fail skill checks to wake up) instead you would have to find a teammate or they could add an option where you can stab yourself if you're fully healed, but it would leave you injured until healed again. As well as this they could make it so you can't leave the trial while you're asleep as the gates a block off by entity spikes.
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@Dwight_Confusion said:
This 1 isolated incident doesn't make the whole.THe killer was being a baby sure, but so many other times do I see survivors with a poor attitude over killer.
4v1 or not. Its too often.
Again i get where you're coming from but i play a lot of killer so i'm in the high ranks. Most games i get 2 or 3 kills except when im against SWF, flashlights, DS, ect. But i would never camp as a strategy to get more kills. Firstly it doesn't really get you anymore kills, it just secures the kill on that particular survivor and secondly, if you were outplayed, you were outplayed so you deserve to depip and go down to a rank with players at your skill level. I'm never gonna camp because im used to getting 3 kills so when i get 1 i feel entitled to get the other 2. I'd only ever camp a survivor who teabags as they're an ignorant prick who deserves it. We should be able to get 3 or 4 kills in all games but the games not perfect and we can't take that out the survivors who just wanted to escape. If your gonna take it out on someone, do what i do and camp someone who teabagged you at every pallet. We are never entitled to more than our skill can get us and (sorry to break it to the many baby killers out there) but camping isn't a skill.
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dying light is terrible, don't use it. As for perks in general, that build is good but you should probably just do the usual nurses calling, ruin and so on for a low tier killer like doctor. I mained him for a long time and though you can zap people to stop them from being able to vault of throw a pallet down, don't bother doing it unless you've got bloodlust as they will just loop the pallet again while you're slowed from using your zap. If you have bloodlust you can catch up to them before they finish their loop. Don't make a common mistake with doctor and zap them every time they're near a pallet as they will just continue to loop it if they're good and you won't catch them and the pallet will never get destroyed. If they're infiniting you with a window. Try and zap it before they can vault it as then they're just stuck with no where to go (there's usually no pallets near infinits). Lastly you want to walk around with the zapper out at the beginning to find them but don't hold it all the time as you're a bit slower when you're using it... Enjoy ZappyBoi.
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@MikeLatin7 said:
@FrenziedRoach said:
@MikeLatin7 said:
@MikeLatin7 said:
you know > @FrenziedRoach said:@MikeLatin7 said:
@FrenziedRoach said:
All killers run at 115% speed. Only exceptions to this rule are Hag, Huntress, and Nurse. (And EW1 Myers)Jesus, your dreaming they don't, 1 trapper, 2 Michael Myers, Leatherface hillbilly without the chainsaw are the fastest without perks and with them they are like freight trains ready to run you down,
I get that English isn't your first language, so I'm going to give you a pass on this one.
I'm talking about their default walking speed, not their lunge or p
I going to give you a pass on being a moron, my people have been here for hundreds of years your forefathers came on a boat your the real wetbacks we are true Americans, so there it is there
Um.... dude, I'm partially Native American. And I was assuming we were fighting a language barrier and you were getting lunge distances and run speed mixed up. But if you want to be an #########, you can continue to wallow in your ignorance as I did my best to inform you.
You can lead a horse to water, but you can't force him to drink it.
you know nothing oh so your part Native American woopy do which part? well I am 100%, stop trolling my post go post your negative partially Native American whatever I talking about running speed not the chainsaw pay attention that is the topic, and that my option and I have a right to my option,
He didn't troll your post you #########, he was the first person to give you the right answer. Don't complain just cuz u don't like it