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stoob7

stoob7

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stoob7
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  • @gibblywibblywoo said:

    https://forum.deadbydaylight.com/en/discussion/190822/anti-hook-camping-mechanics

    Kindred. Anyone with a brain will stay on gens, the killer may panic and leave when they begin to pop.

    If your teammates still crouch near the hook expecting him to leave any second then just leave the match.

    My point is that I believe that the game should be tailored towards a state where disconnecting from a match isn't suitable advice.

    I do agree that certain perks will help in situations where the killer wants to camp a person on hook, but if the solution is to run kindred then surely kindred should be on by default, otherwise why do survivors have 4 perk slots?

    I'd like to believe there is a change that could be made to the game that would stop camping hooks from being even partially rewarding, so that perks like kindred can still have a use without being required to ensure that a game doesn't devolve into gen rushing a camping killer and having a big post game argument.

  • @arcnkd said:

    https://forum.deadbydaylight.com/en/discussion/comment/1617713#Comment_1617713

    The game does this - killers get less pip emblem progress for staying "too close" to their hooked victims. For people like me that care ZILCH about arbitrary "I played the Dev's way like a good boy" rankings; I hover around anywhere between 11-18 rank depending how much I play killer in a 'month'. Because I do not specifically try to rank. I play most of my matches casually - not toxic bp/emblem-progression-to-the-max; and weaving in and out around hooks while checking surounding areas punishes emblems naturally.

    So this is likely the danger I am referring to with punishing killers for staying by hooks. If hook camping killers are punished with rank regression then you end up with mechanically skilled killers terrorizing low rank lobbies, which is bad for the health of the game.

    Perhaps that could work as an argument for emphasis to be placed more on things like winning chases to determine rank.

    Bloodpoint generation could then be reduced for standing at hook, and increased for leaving hook.

    That would mean there would be greater incentive for rank to leave hooks so that you can engage more chases.

    Greater incentive for bloodpoint generation to leave hook.

    Combining this with paused hook progression would leave no good reason to stay at hook Afaik.

    The notable drawbacks I can see here are:

    survivors running a killer near hook punish the killer by increasing the time taken for the survivor on hook to be sacrificed.

    Killers who are not concerned with bloodpoints or rank would be fairly unaffected.

    I suppose gen rushing may also be considered more toxic as it would reduce the amount of chases that the killer can engage in.

  • I suppose another thing to keep in mind is that if a system punished killers for staying at hook by making it harder to pip, then mechanically skilled killers that camp hooks for whatever reason would be pushed to lower ranks which would not be good for the health of the game at lower ranks.

  • I'm definitely in favour of a system that rewards killers for leaving a hook over a system that punishes them for staying.

    I would argue revealing auras would be a detriment to the lower level community, some of who rely on playing immersed and avoiding the killer as much as possible.

    As far as I know the developers want the game to be geared towards party play so anything that damages newcomers ability to play the game might not be the answer.

    Bonus bloodpoints or increased generator kick regression while a survivor is hooked, I think are very reasonable ways to reward killers that leave hooks.

  • I do also appreciate the issue that in a game where the killer is behind it may be worth the killers time to camp a hook stage, or even one survivor to death, in order to make a comeback in the game.

    I do not want to NERF killers to the point where if they lose tempo they have no hope of winning a game.

    I do not claim that paused hook progression is the best solution, it is just one example that may have some merit. Feel free to add any ideas that you think could help the issue.

  • I understand a lot of the viewpoints people are posing here, and to an extent I do agree with a lot of them.

    I should point out initially that the games I have been referring to here were games with red rank killers.

    I also understand that the ranking system is fairly ineffective at determining skill, so for the most part I can expect to go against some red rank killers that still rely on proxi camping every hook.

    One of the comments here made the point that people do camp hooks sometimes because it forces more altruistic survivors to join in on trying to get them off the hook. To which I would say that my point is that I would like the devs to consider a system where that may not be true.

    For example, If hook progression is stopped when the killer is too close to the hook then by proxi camping you aren't forcing survivors to rescue at all. They could do all 5 gens then come to rescue together if needs be. Also during paused hook progression the survivor probably shouldn't need to press space to not die on hook, which means they can only kill themselves by disconnecting.

    Maybe that would cause issues by some survivors forcing chases close to hook that would buy lots of time because during the chase the hooked survivor isn't progressing on hook.

    I'm not claiming the game is killer sided, or that any buff to either side is warranted. I'm just looking to have the discussion officially so that views on the matter can be discussed and the devs can be made aware of ideas to make the game more enjoyable.

    I'm sure I'm not the only one who thinks that relying on proxi camping to secure 1 or 2 kills is not fun for the killer or survivors.

    Another issue I do see and can appreciate is in games where a killer is facing a swf squad and wants to secure a kill to save a pip.

    Perhaps, if pausing hook progression was implemented in some way then it could be a mechanic reserved for before the last generator is finished.