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Tactrix

Tactrix

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Tactrix
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  • @ProfSinful said:

    Funny the patch that was supposed to address tunneling and camping actually did nothing to punish camping, which has officially been acknowledged as an issue in the game. Very funny :)

    It did address tunneling and camping, it made them worse. They said it would address it, they didn't say it would be for the better.

    Here's the way I see it, this is a blessing in disguise, because before the patch the devs could pretend this wasn't a problem. But now with droves of people leaving, complaining, and the que times getting higher and higher, they'll have no choice but to address it appropriately or go out of business.

  • @Kalinikta said:

    The easier solution would be to simply up the hook stage times to match the new 90 sec gen times.

    I'm not opposed to that, the problem is some killers will be impossible to balance with 90 sec gens no matter what you do, like nurse for example. It's not even a matter of camping with her, 90 seconds on a gen with a killer that blinks and goes through everything is insane. And that speaks more to how broken the nurse is as compared to the time itself.

  • They did fix it, here's the new claire in her element.

    Bubba.jpg


  • @colley94 said:

    Why would they change it? They like the camping.

    Because not changing it, will lose so many players that this game will tank. Since July 20th (aka patch 6.1.0 day) they have gone from 83% positive on steam, to 76%. And that's not just people complaining, that's a lot of people who flat out said that they're not even bothering playing this game anymore until they fix the camping and tunneling. That's the kind of thing that will kill a game outright. And remember, if the survivors aren't there, it doesn't matter how happy the killers are, because there's no one to play against.

  • @c0gnu5 said:

    https://forum.deadbydaylight.com/en/discussion/337496/how-to-hotfix-the-current-camping-meta

    What if I'm playing Trapper on Cowshed and there is another survivor trying to loop me around a hook and my 3 gen, while other 2 survivors are on the opposite side of the map, where I have no power?

    You can choose to keep chasing him, or go after the other 2, its actually pretty standard good playing in that case. And remember if you get that 2nd survivor, now you're pretty much guaranteed a 4k, because half their team will die on the way out.

  • And now the game's at 76% positive. Seems like a clear message to me. So in 9 days it dropped 7%, go ahead, tell me it "business as usual".

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3098576#Comment_3098576

    Actually, i think that the auto BT should be a separate health state. Which isn´t affected by Enduring and does stack with BT and OtR.

    During the PTB, everything stacking up to 5 times was simply to much. But a middle way would be nice.

    I think the fundamental problem is they keep applying bandaids instead of the real solutions. Because the issue is they keep adding this to help against camping and tunneling but it never will. Because as long as a killer hooks you and can sit in the spot where you're hooked, camping and tunneling will be a thing. And no matter what they add to try to combat that specific issue it will either be not enough or too much. Which is why CoA is such an elegant solution, it simply removes the possibility of a killer sitting on you.

  • Victor is clearly the shortest, sure his sister is tall, but he's tiny.

  • @Anara said:

    https://forum.deadbydaylight.com/en/discussion/comment/3097264#Comment_3097264

    What do you want exactly ?

    Infinite BT after being unhooked until someone else got hooked ?

    Do you want ruin to be completly removed from the game ?

    Do you want noed aura map wide ?

    What I wanted exactly is for them to remove BT and all anti-camping perks from the game, leave ruin alone, leave NOED alone. And make all hooks work like cage of atonement. That's literally what I said would fix both tunneling and camping from day 1. If they do it, it will fix it, and no one will complain about BT and all that crap ever again, because it won't play a role.


  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3097264#Comment_3097264

    But people askes specifially for a protection to face camping. Which the 5 second auto BT effectively is. You won´t go down instantly and your team has a better chance of saving you with that. Same goes for BT and OtR. Wasn´t the general census, that people were annoyed by SC users healing in the corner of the map? That was kinda solved, wasn´t it?

    Ruin isn´t a threat anymore to gens, even when everyone is alive. No one will go out of its way to cleanse it.

    Pop (you got that wrong here) not only got nerfed by 5%. It also only gives 20% reduction of the current progress. Not the overall progress. So before the nerf, a killer could hit a gen that was at 25% progress and reset it to 0. Now, the same kick to the gen will take 7 seconds away. Thats a huge thing and pop was also basically nullified, since the killer will most probably spend more time walking to the gen then the actual progress reduction he gets out of it.

    That aura debuff from NOED makes it much, much easier to find and therefore survivors are even less inclined to do bones than before.

    First auto BT and OtR aren't actually protective against tunneling, which we've proven, so while they were done with good intention their overall contribution isn't actually anything special. Ruin is just as much of a threat as it was before. It has half the regression but its still there. They didn't remove it, they simply slowed it's rate, which btw was a mistake, I never saw ruin as a problem.

    Pop was a decent nerf, but the 2.5% perk kick is what makes it not really matter too much, because you get that 2.5% regardless of pop, so every kick is just killing your progress.

    Now as far as NOED is concerned, it might be easier to find but think it through. The time you're spending finding totems, the killer is spending killing everyone, because now you're all 1 shot. So you could spend that extra minute going around looking for it, but if it's even a half way decent killer that will result in a 4k.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3097208#Comment_3097208

    Basekit 5 second BT + speed boost? BT buffed? OtR? Removal of Ruin, Pop and NOED?

    Basically things survivors have been asking for?

    Ok lets address this 1 by 1. First the 5 second BT, sounds like a great idea right? Here's the issue, 5 seconds isn't enough to get anywhere safe from hook, and this has been repeatedly proved by multiple high level streamers. Now the actual BT is only a boost to the current BT, so yes it helps, but again if you do anything other than run away, like heal, or unhook or open a gate, it goes away. Now, OtR that's basically a longer version of BT, starting to see a theme here? And this is to make up for the HUGE drop in self-care.

    Now let's address ruin, ruin was not removed, it was made to stop working IF a survivor is killed, and if a survivor is killed I'm pretty sure ruin is the least of anyone's worries. Now Pop goes the weasel was nerfed by 5% but here's the thing, now kicking a gen is automatically 2.5% without any perks, so you're actually only getting a 2.5% difference which is a hell of a lot more than it used to be.

    NOED was never debuffed, it starts before the gates open and the only difference there is that you can now see its aura if you're within 30 meters after it starts.

  • No, I saw the perks that were reworked, I didn't see any that were buffed. They took the stuff they they nerfed and boosted other perks to make up for it, which by the way didn't actually help much in terms of making survivors play better, because the stuff they nerfed was used by the majority of the players, the stuff they buffed was used by no one. So they did it in the hopes that the perks they buffed would see some use, but that doesn't actually make them good perks, it just makes them better than they were before.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3096532#Comment_3096532

    Both sides got good things with the patch. The fact that the game was so survivor sided before it, probably contributed to giving killers more stuff to catch up with kill rates.

    What did survivors get that was good?

  • @ausanimal said:

    @MandyTalk or another mod can we close this topic it's gone of the topic the OP started and before things get to heated

    You're the only one getting heated.

  • @ausanimal said:

    https://forum.deadbydaylight.com/en/discussion/comment/3096931#Comment_3096931

    If i hook a survivor and with in 5 seconds someone is unhooking them sorry that's on your teammates not me, why didn't they wait till i left to unhook them instead of doing it in my face just after i hook them, survivors need to take response ability for actions done by there team mates and not just blame the killer and scream you tunneled like you are now.

    It's not that hard to wait 15 seconds for the killer to move away and be somewhere else on the map before you unhook the survivor, survivors need to stop healing under the hook cause if the killer comes back to the hook sorry that's fair game the survivors should off moved away from the hook to heal, it's just called common sense to be somewhere else if the killer is coming back then where they left you last but i guess being a entitled survivor you want killers to give free passes to survivors when they make mistakes.

    Simple, because most killers right now don't leave the hook, they just stand there and face camp. Which is the entire problem. The option of "why didn't he just wait until I left" doesn't exist.

  • @ausanimal said:

    https://forum.deadbydaylight.com/en/discussion/comment/3096869#Comment_3096869

    And not are fault you don't know what snowballing is every killer can snowball not just oni, legion and myers every killer can snowball if survivors make mistakes, if a survivor is unhooked in front of the killer before he walks away sorry that's fair game and you need to blame your teammates and not cry that it's tunneling/

    It's not tunneling if he goes after the unhooker, if he goes after the unhooked it's 100% tunneling. And if you don't understand that then we have nothing else to talk about.

  • @TotemSeeker91 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3096777#Comment_3096777

    "Oh I'm sorry let me just put this trap right beside this hoo- oh it's gone, never mind, looks like I'm just an M1 killer for now and forever"

    Of course there are counter plays to traps, that's by design you learn to work around them. Or you don't and you can keep crying that you're an M1 killer.

  • @ausanimal said:

    https://forum.deadbydaylight.com/en/discussion/comment/3096777#Comment_3096777

    Snowballing has nothing to do with camping and tunneling i.e oni i guess its toxic now to use his power to rush and down more then 1 survivor in a row before it runs out or myers when you hit tier 3 and try and down as many as you can while you have it, ######### with you high horse your sitting on right now a killer loading into the game is toxic.

    Oni's specifically designed that way, just like stabbing multiple people with legion is that way by design. And by the way that's not tunneling, that's fair play. Because he doesn't wait until you take someone off the hook to down them, if he does that would be tunneling. It's not my fault nor my problem that you don't understand what tunneling and camping is.

  • No, you just lose most of your camping and tunneling potential. Which if you considered that snowballing than you are part of the problem.

  • Simple you port in and down a survivor, then when you hook them and they disappear you reset your trap and chase a second, and every time you down one or a trap goes off in your 3 gen you repeat this process until they're all dead. And while you're doing this you look for opportunities, sometimes a survivor is too close to another and you can down and hook 2 and so on.

    And I'm speaking about this without perks, because with perks you can absolutely annihilate a team, for example devour makes this process infinitely easier, you put a trap right on top of your totem, and every time they get near it you down a survivor.

  • @ausanimal said:

    https://forum.deadbydaylight.com/en/discussion/comment/3096641#Comment_3096641

    So now it's toxic to patrol/camp when you have a 3 gen setup be it the survivors fault or the killer planned for the 3 gen at the start now that's some entitled survivor right there lets not forget the devs have said camping is a valid start, the killer is just making the most out of a 3 gen with a survivor hooked in the middle why would the killer go anywhere else apart from checking the gens and the hook, what would you like them to do go stand in a corner and count to 10 so you can unhook a survivor even though the survivors messed up and put themselves in a 3 gen.

    If most of your traps if not all are in the 3 gen area why would you chase someone across the map even if you kept a couple on you that's really not enough when a survivor has half a map to use, your better of dropping chase and going back to your 3 gen where most of your traps are so when you get into a chase they are already down and ready to use.

    Yer i'm done trying to explain the problems with your idea and how your giving survivors a free pass if they 3 gen themselves, if survivors end up getting themselves into a 3 gen then the killer should be able to put major pressure on them and not have survivors get a free pass to heal.

    First it's always been toxic to camp, that's not a statement of opinion, that's fact. Second the "dev's said camping is valid" argument doesn't work when the same devs are also the ones who consistently ruined this game, and btw I heard nothing but killers crying for like 4 years straight about dead hard and a bunch of other stuff, so don't even trying say you give a damn what the devs think, because I'm sure there are more than a dozed threads of you saying the devs don't know what they're doing when you don't like the outcome.

    If most of your traps are in the 3 gen area, then you have no issues with chasing them anywhere within range, because you can just port back. And if you don't know how to set them up in a way where they will off when they're in range that's on you.

    And finally the pressure is always there if you play properly, a hook design for pressure has 1 name, camping. Because there is no other hook design that brings pressure, and that hook design is flat out toxic. It wasn't a good idea on day 1, it's not a good idea now.

  • @AMOGUS said:

    https://forum.deadbydaylight.com/en/discussion/comment/3096577#Comment_3096577

    Or when they crouch to your gens and specifically leave the moment you're close enough that a teleport won't matter.

    I've done this to Hags to counteract them trapping gens and doing 3 gens, they lose the 3 gen because there's 4 Survivors left, not 3 or 2. 4 Survs can brute force a 3 gen, Hag or no.

    If you play it right the only thing they'll brute force is their own death.

  • I think at this point they're gonna try to do tweaks which won't matter, because the core issues that they've clearly never fixed have always been tunneling and camping. And they refuse to achnowledge let alone fix them. So at this point there's a better than even chance that this game will take a nose dive, and the ques for killers will start taking 15 minutes because of the lack of survivors willing to put up with this BS, the same way that in the other patches it took forever and a day to get a game going because killers didn't wanna put up with it.

  • @ausanimal said:

    https://forum.deadbydaylight.com/en/discussion/comment/3096577#Comment_3096577

    Hag is not the best in chases you need to use her traps while you chase, by letting them go across the map your letting them heal up and come back to try and do a gen if the survivors mess up and put themselves into a 3 gen they shouldn't get a free pass to heal up and come back, they messed up and put themselves in a 3 gen the killer should have every right to petrol the gens and the hooked survivor. If the killer set up a 3 gen same thing the killer had to give up gens to make sure they got the survivors into a 3 gen where they can apply a ######### load of pressure on them, why should killers lose the advantage they have with a 3 gen and the amount of pressure they can put on survivors.

    Side note if the chase goes to far away you won't be able to port back so at some point you have to pick commit or drop chase to keep you in range to port back.

    I'm not seeing any advantage lost at all. You're talking about camping as compared to chasing, caging won't change chasing, all it will do is prevent camping. And if you're trying to camp, then you're just playing toxic. And btw, hag is amazing at chases if you know how to utilize her traps, because unlike other trappers her traps get put down very quickly she can lock out a lot of loops.

  • @ausanimal said:

    https://forum.deadbydaylight.com/en/discussion/comment/3096472#Comment_3096472

    Say they tested your idea how are you going to buff killers like hag, trapper and a few others that there whole playstyle is based on setting up a web of traps around a 3 gen and hooking a survivor inside the 3 gen so they can patrol the gens plus the hooked survivor or will the hooked survivor get moved across the map allowing them to be healed fully before they come back to try and finish a gen?

    There's nothing to correct there. Their traps are still in place, let's talk this through ok? Let's say I'm playing hag(who is one of my fav killers btw). And I set up traps around my 3gen right? Now survivors come and I down some and hook em. So they disappear and go across the map. That right there is them burning their time, I don't have to leave my 3 gen, in fact staying on my 3gen is the best strat, because I'm making survivors burn resources and time getting their friends off the hook while I sit in my comfy 3 gen and pick them off. The more they come, they more I down them and they disappear and have to run all the way back. By the end they would have lost if they don't know how to play it correctly. So it's actually to the benefit of the killer to play this way.

    As a side note with hag you don't even have to sit on the 3 gen, you can go and chase and down survivors, then when they spring your traps just port back.

  • @jajay119 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3096472#Comment_3096472

    I've been saying change hooks to cages of attunement for the longest time. It's not as if its impossible to do as the mechanic is already there and it's a guaranteed way to solve the problem. Sure it will mean PH needs a rework to make using him feel unique again but that's a small price to pay imo.

    I've actually thought about it, and he won't need a rework, because the real benefit he gets from CoA is that he doesn't have to walk anywhere to put them in the cage, that will still hold true even if every hook works like CoA.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3096491#Comment_3096491

    Patches go in waves. Next patch survivors will probably get more than killers and so on.

    The devs risking more with a patch is a good thing. For example, I liked the craziness of the Boil Over rework. We need changes like this. Because they shake up everything.

    That's the thing we don't need 1 side to get more than the other, we need them to balance the sides. And they haven't done that from what I can see at all. Because instead of taking baby steps to correct the issues they instead create different issues.

    For example one of the biggest problems prepatch was dead hard. So they could have taken endurance off of it completely and it would have been much more balanced. Instead they take the dash off of it and make it slow you down? That's not balance, that's something a 12yo does when he doesn't understand the problem.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3096326#Comment_3096326

    Before the patch, the game was as survivor sided as it gets. That had to change for the better of the game. It simply wasn't healthy.

    I don't disagree, but making it killer sided doesn't make it better, it just makes it horrible for different reasons. There's a reason why the goal is balance, because balance works. And them overcorrecting on survivor side and then overcorrecting on killer side doesn't lead to balance, it leads to more mistakes.

  • @KFChris18 said:

    I've seen and heard plenty of comments from folks I know complaining about the increase in camping and tunneling and how its a big problem. I don't really get it myself, since I've been camped and tunneled myself plenty before this latest patch. Heck, I still do both if the situation calls for it. What is it that makes it feel so much worse now?

    Because now the gens take so long that if they just camp on the first hook 2 players will die before all 5 gens will get done.

  • @TheDappaScrappa said:

    But no matter what BHVR does some killers are going to camp and tunnel. No matter what you tell them to do or changes to make it will still happen. People wanted BT to be basekit to stop tunneling/camping. It still happened. Whatever they come with next it'll still happen. It won't ever stop. Just take the L and move on or hope you have a somewhat decent team to help.

    That's not true, if tunneling and camping were made so ridiculously hard that they were near impossible to do then killers would have no choice but to play the game without doing them. My suggestion is make every hook act like cage of atonement. Here I'll talk you through it.

    The killer runs after the survivor, downs them, and hooks them. When they get hooked they instantly disappear and appear on another side of the map, from that point until the point of them either dying or getting unhooked the other survivors have a chance to get them out of the cage. If by some miracle the killer happens to find them first(because remember he can't see the cage until he's physically near it) then and only then can he camp. But at that point it's hardly the killers fault that the other survivors were too lazy and stupid to get their teammate out.

    One other thing, once this change is implemented ALL anti-camping perks are removed from the game.

  • @Mert_MK said:

    Which are mainly Survivor players obviously.

    I hope you stopped playing. Or else they won't really have an incentive to fix anything from this garbage update.

    I agree, and have.

  • @Anara said:

    https://forum.deadbydaylight.com/en/discussion/comment/3096326#Comment_3096326

    I think you have never played killer before.

    I play since 2018 and yes the game has never been balanced as it is now.

    Its not perfect but its the best version of dbd right now.

    I have 1500 hours and half of those are spent playing killer, so not only are you completely wrong, but I don't think you have any idea what balance looks like. On the bright side you can now apply for the DBD balance team, since you and them have the same thing in common.

    But just to give you an idea of how unbalanced this game is, this game has dropped by 6% positivity on just steam since this patch released.

  • And in 2500 hours you believe this game is not only relatively healthy but this update that absolutely destroyed it on survivor side is a good thing?

  • @Anara said:

    First of all, thank you devs for buffing SoloQ.

    BT basekit is a great change for the game. And it help a looooot against tunneling killers in soloQ.

    Off the record rework is amazing, I was always worried in soloQ "Does he have BT ??" "Will he takes a protection hit for me ???" Now I just use OTR and however my team mates are playing in soloQ I cant be tunneled. If the killer go for me and try to tunnel, good luck for catching me and killer will lost 3 gens in a chase lol

    Nerfing gen regression perks help a looooot too in soloQ. Ruin/Undying is over and it should make every soloQ player happy.

    Tunneling is over, gen regression is over, there is still one thing : camping.

    Dead by Daylight has never been this healthy.

    Thank you very much devs.

    Just out of curiosity how much time do you have in this game?

  • @jmoyano92 said:

    4 sec stun. DS will deactivate by Conspicuous Actions or if The Gates are powered (all Gens done or Hatch closed) 60 sec perk duration after being unhooked.

    It will also force the cooldown on some killers' powers such as Spencer's Last Breath (Nurse cannot instantly blink at you after DS), Yamaoka's Haunting for Spirit, DS will overheat Bubba/Hillbilly chainsaws forcing their cooldowns, will reset Doctor's Static Blast cooldown from 0, will reset Freddy's Dream Projection cooldown from 0, DS will force Legion's Feral Frenzy cooldown, DS will deactivate Corrupt Purge on Plague, Ghost Face's Night Shroud will enter cooldown from 0, DS will force The Demogorgon to wait the 10 sec cooldown to traverse the Upside Down (enter a portal), DS will remove the remaining Blood Fury meter for The Oni (his remaining ability goes to 0), Rites of Judgement will enter cooldown for The Executioner, Blight's Rush will enter cooldown starting with 0 tokens, the re-grow cooldown for Victor will start again from 0, Trickster will lose his remaining Main Event meter, The Artist's ability will enter the 15 sec cooldown and any remaining crow in the map will vanish with the DS stun, The Dredge's power will enter cooldown from 0 including Nightfall meter, if Nightfall is active in the exact moment DS stun takes place Nightfall will also vanish.

    (5 sec stun is annoying and can be easily exploitable by good players, 3 sec is too low so I think 4 sec is the best in terms of balance)

    The only way to make killers afraid of DS is when you stab them they die. Otherwise you'll just make them angry.

  • @DBDVulture said:

    https://forum.deadbydaylight.com/en/discussion/337567/game-is-broken

    Looking only at skilled players - DBD has favored survivors at high MMR for 6 years. Literally everyone knows this to be true. Middle was mostly "even" and low favored killer. The problem is that low skill players quickly turn into middle tier and middle tier gradually turn into high tier after about 1000 hours.

    So what's the problem with the old system? Nobody wants to play killer for very long. Killer was weak and something you wanted to be chased by because it was so fun/easy to lead the killer on chases where you were always in control. Well the killer chasing you was always supposed to not be a good thing. Now that it is a serious problem you don't like it. Now that the killer isn't a joke you can mostly ignore you don't like it.

    This update was good for the game because DBD was heading to a point where literally nobody was willing to play killer.

    But the reason for that was because of dead hard being broken(by BHVR) and the gens not being long enough. So all they ever had to do was make it so that dead hard would burst you forward but not give you endurance. So if a killer swung fast enough and hit you would still be downed. And the gens should have been moved up to 90s. That's all they needed to do to correct that meta, instead they boosted a great deal of killer perks, completely destroyed all the survivor perks and made it so that getting out is at best 5% of the time.

    It's one thing to correct, and then there's this kind of overcorrection where it's so far beyond bad that it ruined the game completely.

  • @ausanimal said:

    https://forum.deadbydaylight.com/en/discussion/comment/3095088#Comment_3095088

    What they are trying to say is if a killer gives chase to someone and they lead them to the cage soon as the killer gets close to it then it ports to a new spot on the map, so the killer has 2 options drop chase giving them a free unhook or keep chasing and cage ports for another survivor to get the unhook and you might still not down the survivor you were chasing. The survivor is in full control but yet the killer got punished as if they were camping just because a teammate lead them to the cage.

    So using your idea survivors could lead a chase to a hook to get it to port to another spot for someone to get the unhook while the killer is busy in a chase the killers hands are tied they can not do much at that point apart from drop chase or keep going and have cage port giving another survivor the chance to unhook.

    Oh ok I understand what you're saying now. No I'm not suggesting that the cage warps, I'm suggesting that hooks work like CoA where once you hook them they disappear, but past that it never moves again. Like if a player ran you to the cage, you could in theory camp the cage, but it's such a low amount of times that that will actually happen, that it won't even be a blip on the camping radar compared to what camping is right now.

    So here's the order of operations. The killer downs a survivor, he hooks them, and when he hooks them they warp to a different location in cage, and they remain at that location until they unhooked or die. If the killer goes to that location he could camp them, but if he makes it to their cage before the others survivors do it's entirely the other survivors fault because the killer can't see the cage until they get unhooked and it gives the little explosion from unhooking.

  • @FrostyEyesSusie said:

    Back when the changes were still being discussed, I predicted that nuking NOED would have very bad negative consequences to the survivor experience, and now even I myself am shocked at how prophetic my statements turned out to be. Out of the 20 or so games I've played where there was somebody who was hooked when the exist gates were powered, or where somebody was hooked after the last gen was done, a whopping 14 (count 'em, 14) games ended up with the hooked person leaving.

    Being hooked during the end game is no longer a death sentence, and having 70% the times ending up with the hooked guy escaping completely kills any sense of tension and urgency of a end-game hook.It's just not enjoyable or rewarding to know that if I am hooked during the late state I am still far more likely to escape than to die. With NOED, being caught during the end game was a "OH NO!" moment, and now it's just "Meh"

    Everyone has been saying how the latest patch completely killed the fun of playing survivor, and it's clear to me NOED being nerfed to the ground has played a MAJOR role in it. I think I can speak for the majority of survivor mains when I say "Devs: bring NOED back already!"

    You absolutely don't speak for the majority of anyone, and most definitely not survivors.

  • @ausanimal said:

    https://forum.deadbydaylight.com/en/discussion/comment/3095057#Comment_3095057

    But we all know that there will be survivors that will still call that camping they do that now when they lead a killer right back to the hook during a chase and not away from it.

    Right but in that instance you can't blame the killer for camping, because I'm not interested in how many survivors cry camping, I'm interested in fixing the legitimate actual camping that is going on. And it will for the most part fix it. Because the issue is "the killer hooks me and then sits on hook". THAT is what I want to fix.

  • @VikingDragonXii said:

    https://forum.deadbydaylight.com/en/discussion/comment/3095074#Comment_3095074

    I'm not forgetting that I was using what happened to me to explain why and how that type of anit camp system can and is being abused. The choice is either don't chase and it teleports vs I chase it teleports and I lose the hooked survivor. I was not camping in the example I gave but was punished as if I was camping because the Survivor I was chasing looped to the cage.

    A anti Tunnel and Camping systems has to be made where it can't be abused by either side.

    What I'm not understanding in your scenario is, did you cage the survivor? Because if you cage them then it automatically ports him to another spot. So at that point you don't have a choice anymore. And if you give chase and their teammates leads you to their cage, that isn't your fault. You can down them both, or chase the teammate, or chase the survivor he just saved. All viable and reasonable options.

  • Just trying to provide a meaningful discussion around the improvement of the game. Not sure devs see it, but at least I can say I'm trying.

  • @EliskaMM said:

    https://forum.deadbydaylight.com/en/discussion/comment/3095066#Comment_3095066

    Yeah I ain't blaming them either but for me the BPs would make me less pissed and it might make more ppl to stay if they would get BPs like if they would played.

    Idk I am out of ideas how to fix it bc everytime o think I have a good idea there's a way how to exploit it by one side or the other.

    Yea, that's kind of how I came up with the cage of atonement hooks, because it seems to be the closest you can ever be to making someone uncampable without breaking the game. And as a bonus it's not a new mechanic, it already exists on pyramidhead.

  • @VikingDragonXii said:

    https://forum.deadbydaylight.com/en/discussion/comment/3095057#Comment_3095057

    The act of using the cage's anti camp system to get a safe unhook. The survivor used that knowledge and forced the choice so that then thier teammate was waiting to do the rescue where I couldn't stop it.

    The same would go with your idea of tp hooks. Survivors would force that choice and you lose a hooked survivor and maybe even lose the one your chasing as well. Remember even if you chase the one survivor there is no guarantee that you will down them. A killers time is limited even now with the extended Gen times a Killer can't commit to a chase forever.

    Right, but here's what you're forgetting, you're not suppose to have the choice to get the survivor in the cage unless you're extremely lucky. THAT is how it's suppose to work, the cage is suppose to be invisible to the killer until the actual unhook at which point you see the explosion. So the choice you're talking about isn't suppose to exist by design. You're only suppose to cage, and then run around looking for the others.

  • @EliskaMM said:

    I would also say take the killers BPS and give them to camped survivor. The BP debuffs which are currently present are ridiculous.

    Not gonna fix the problem but it will at least help the unfortunate survivor a lil... Helps them feel they didn't die for nothing.

    As long as the problem isn't fixed BP won't actually do anything, because the way this game is going more people are opting to quit than to keep playing it. And I can't blame them, because they're right.

  • @ausanimal said:

    https://forum.deadbydaylight.com/en/discussion/comment/3095017#Comment_3095017

    Doing it that way pretty much allows survivors to reset if they 3 gen themselves or if killers set the 3 gen up killer has to pick let them reset or try and guess and let the survivors do the gens both screw over the killer be it survivors fault they 3 gen themselves or if the killer set it up because they are playing hag and also doing it that way they will have to remove BT as basekit.

    And most of those killers are just M1 killers so even if they camp they have to go for a grab, same as DR he can't shock you to prevent you getting the unhook so he has to time the grab right, GF and myers can no longer 1 shot people around hooks so its back to grabs or they do a attack. You will never be able to get rid of camping as there will always be people that camp just cause they want to the best way is to limit killers powers around the hooked survivor like drege turning them into a M1 killer which they have to go for the grab or attack but they can't down a survivor in one hit anymore and if you get the unhook better odds of both of you getting out if the hooked survivor takes the hit with BT.

    Parts of the game are meant to be a challenge to survivors but not impossible say they do the way im thinking then it will be a challenge to get both people out but it's not impossible, if people think camping is bad in this game go play F13th where there is no hook states once your caught by Jason your pretty much dead and he has better tracking then DBD, better ways to get around the map and even better stealth in a way and once he has rage its pretty much game over as only 3 things stun him at that point rest of the weapons do nothing.

    Right but that's why I'm saying CoA is the best solution, because the majority of the time it will be uncampable, and the few times that it isn't won't factor in as heavily as the constant losing right now from destructive face camping and tunneling. Its % ratio of losing to toxic camping will be like 10% max. As compared to now where it's squarely between 60-70%

  • @VikingDragonXii said:

    https://forum.deadbydaylight.com/en/discussion/comment/3094906#Comment_3094906

    Again something like that can be abused by survivors like they do now with the cages. I had a game where I caged someone and I went to patrol a Gen near them because I knew that Gen had progress on it. When I got there I saw a survivor going for the rescue so I went to cut them off, they led the chase straight to the cage forcing me to choose continue the chase or back off and let them have the rescue. I decided to continue the chase and the cage ported to a survivor waiting on the opposite side of the map for a instant rescue.

    That's why most Pyramid Heads don't use the cage anymore because of that little issue.

    So as I stated before it has to be a system that CANT be abused by either side and won't punish those who use camping and tunneling in the proper time and don't abuse it.

    I don't understand what the abuse there is? I mean if you continue to chase them and don't back off, they don't get the rescue and you get a second survivor down, so what's the abuse? Because remember it's not camping if they lead u to the cage, it's their own fault. So at that point its 100% on them.

  • @ashtonisfarout said:

    https://forum.deadbydaylight.com/en/discussion/337496/how-to-hotfix-the-current-camping-meta

    Not terrible, but I think the fastest way is an area of effect debuff that causes the killer to lose all of their blood points and not be able to level up If they go within a certain distance of the hook. When killers can't move forward in the game they'll stop that bs. And if survivors try to abuse it by leading the killer to the hook they lose their blood points as well, but they have to be in chase.

    The problem with that is that some people will lose their bloodpoints on accident, and there will be a lot of instances of that because in the realm of saving and trying to get people from saving survivors off a hook there's a lot of ring around the rosey when it comes to hooks.

  • @ausanimal said:

    https://forum.deadbydaylight.com/en/discussion/comment/3094995#Comment_3094995

    They take the time to address each killer and how there power works around hooks and give them the same treatment as drege i.e hag, trapper, demo and freddy so far out from the hook is blocked off so if a gen is next to a hook freddy can't teleport to it, hag can't put traps down within say 10 meters of hook same as trapper and demo, DR powers are blocked if so close to a hooked survivor both static and blast, killers like ghost face and myers can't stalk survivors when they are so close to a hooked survivor so no more 99% then 1 shotting survivors and endgame is fair game so killers can camp at that point.

    That's just of the top of my head people that don't camp with those killers won't notice the difference, killers that do will camping will no longer work as well as it does now, it will take them time but if they get it right it will fix the problem once and for all and no one can really say they got camped at 5 gens because at that point survivors will be able to get the save.

    That's not actually addressing camping though, that's addressing having the ability to teleport back to hook. Because each one of those killers can still face camp without a problem. And with my solution they wouldn't really be able to. Let's say you're playing a dredge right, with COA cage it will land most of the time far enough away from lockers to where even if he did somehow guess where it would be, there's still only a 50/50 shot that he beats 1 other survivor there. And if he does that's entirely that survivors fault. So if camping does exist in that scenario you can't say "oh the killer camped me it's his fault", you can only say "the other survivors didn't play it right".

  • @ausanimal said:

    https://forum.deadbydaylight.com/en/discussion/comment/3094955#Comment_3094955

    I would rather them spend the time and put a good fix to camping that solves all the problems then push something out where one side or the other will abuse it and we have seen with dredge that they can block powers around hooks, but that's just me and i play 90% killer and i want a good fix to camping not a rushed job cause if they rush it then it will come out bad when nearly everyone would like to see camping fixed so it can't be abused, can be used at the right time and both sides come out even with it.

    There is no other fix that will work better, but I welcome you to think of one that even comes remotely close to being as efficient at stopping camping dead in its tracks, without breaking the game and making it unplayable.


  • @ausanimal said:

    https://forum.deadbydaylight.com/en/discussion/comment/3094925#Comment_3094925

    Take Freddy you could take a good guess where it will come out and teleport to a gen then look for it as most times it spawns on the other side of the map that's just what i've seen by playing survivor and killer, then the other part is your making killers like hag, trapper pay because they are best played by setting up a 3 gen,

    His not letting his friend die for the time he spends with the killer the 10% buff could make up for him being on a gen solo then having to stop part way to come for the save, the devs have tried stuff like that and it resulted in the same thing survivors found a way to abuse it which is why it never went any further.

    Take nurse she could just wait outside the range and then blink in when she sees a survivor going for the save, freddy could do the same and teleport to a gen, demo portal, DR could save his blast and check it towards end of first stage so it's not just survivors but killers can find a way around it and still camp.

    There are some complications, but none that are so bad that killers won't have a huge problem camping. Like I'm sure there will be a tryhard that finds a way to get there fast, but not enough to where the survivor won't be able to be saved 99% of the time first. And I'll take those statistics over the ones we have right now anyday of the week.

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