How I'd fix Camping in Dead by Daylight



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In this video I give some of my Ideas on how I’d reduce the effectiveness of camping in Dead by Daylight.

——– Chapters ——–
00:00 – Intro
00:30 – The Goal of these changes
00:53 – Change 1 : Pause the timer
01:44 – Change 2 : Remove hook grabs
03:37 – Change 3 : Add anti-Camp to powers
04:41 – Outro

——– Hashtags ——–
#dbd #camping #gaming #blender #edit #concept

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21 thoughts on “How I'd fix Camping in Dead by Daylight”

  1. I want to say thank you for 2000 subs! The support I’ve been seeing on the channel recently has been insane. I’d also like to say thank you to everyone commenting and keeping everything so civil, the comments feel like a place of discussion right now and I’m all for it.

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  2. I'm a firm believer that the solution isn't to nerf camping, but instead to incentive not camping. Reward the killer with either bp or a game effect for every time they put a survivor on a hook, and even more for each unique survivor hooked.

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  3. The biggest problem with camping, imho, is the solo queue players not being able to deal with it effectively. My ideas for ways to fix it, from less intrusive to super intrusive, are:
    -Basekit kindred, when the killer has line of sight on the hooked survivor. They now have a mechanic in the game for this with the new spine-chill so it wouldn't be hard to re-use that code for this effect. This would also make it so face-camping killers are extremely easy to identify by solo q players, since SWFs essentially have this information already.
    -An opposite of kinship/camaraderie as basekit. If the killer is within 24m and there are no survivors within 24m, the struggle timer is paused for 30 seconds. This is disabled after the exit gates are powered.
    -A weaker kindred as basekit. Whenever a survivor is hooked or transitions between hook stages, the killer is revealed for 20 seconds when within 12m.
    -A killers power will start to drain/lose charges when within a 16m range of a hooked survivor for more than a certain amount of time. Killers, that can be burned, will be burned once losing their charges/power. This will be disabled after the exit gates are powered.
    -The most intrusive option would be to allow survivors to unhook themselves, with a 10 second endurance effect, after the killer has spent 50 seconds within 24m of the hook while the survivor is in struggle phase. Disabled when exit gates are powered.
    These are my ideas for ways to "fix" or mitigate face-camping. Some are way less balanced than others but, they're ideas.

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  4. Actually, I have a very different idea to reduce camping:

    If Killers stay within a hook range for too long, Survivors start getting increased gen repair speeds. Basically the Entity punishing the Killer for being lame.

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  5. Personally I believe the the hook time and struggle phase should increase when a killer is in a certain meter of the hooked survivor Ex: (if a killer hooks a survivor and there are other survivors within a 20 meter range the struggle the hook timer goes back to normal, but if there are no survivors within those 20 meters the killer has 10 seconds to leave area before the hook timer increases by 25%. Once left the area there will be a 3 second cooldown to confirm the killer has left. If within those few seconds the killer comes back into the 20 meter radius the 10 seconds timer will start where it ended. if the survivor(s) leaves the area of the hooking after 5 seconds the timer for the killer starts) I also believe that The shapes stalk meter should be reduced by 33% if he’s is stalking the survivor rescuing and the unhooked survivor for 5 seconds if he’s within 8 to 12 meters Of the unhook.

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  6. I say hook progression should be paused while the killer isn't earning points and add a momentum mechanic that blocks grabbing ability if you haven't been doing anything but standing.

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  7. Pyramid head actually has a minor anti camp built into him, his trail of torment disappears way faster when placed near an objective or a hooked survivor though a really really minor change when they are camping the area it still could be useful against some level of camping

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  8. On the last idea, I think it would be better to simply disable a killer's power altogether when near a hook. This doesn't neuter the killer, as they still have m1, but it does prevent them from taking advantage of their power to camp out survivors.

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  9. I think these are all great ideas, but I had a few comments.

    First, I think hook grabs should still be a thing, but only for injured survivors. Making it so that you can't go from healthy to dying is important to combat camping, but when there are multiple survivors going for the unhook, especially now that basekit BT is a thing, bodyblocking can be effective against killers even if they weren't camping.

    Second, I think Bubba entering a tantrum when camping wouldn't be the best, since the killer could still down a survivor coming in for a save. I honestly think a better solution would be to have his chainsaw no longer rev when staying within 16 meters of the hook for more than a certain period of time. Forcing camping bubbas to render themselves a basic-M1 killer is the only way I can think of to truly take his camping ability away from him.

    Finally, pausing hook timers doesn't really solve the issue for the person on hook. One of the main issues with camping is that it just takes one person out of the game for over a minute, especially if the killer is a bubba. Instead of slowing the time it takes for someone to be sacrificed, I would say make other speeds faster for survivors the longer a killer is next to a hook. Increasing generator repair and healing speeds after 30 seconds of a killer being within 16 meters of a hook could help progress the game quicker so that survivors can get to a hook faster, and incentivizes killers to leave. This could also prevent Deadlock from being used to help make camping more viable. Importantly, I would say gate opening speeds should not increase, since a killer camping in endgame is likely trying to secure a single kill, which while annoying, I wouldn't say is as egregious as during the game.

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  10. the hook timer should stop ticking down when the killer is close to it. period. a base kit commaradierie or how ever you type that. And when the killer is in 10 meter radius or whatever it stops completely.

    this also works with the lore and how the Entity works way more. Because the entity doesn't just want to kill and revive the survivors. It wants them to have hope they get out and when you get camped by a Bubba it doesn't work like that. it's also proven that the entity helps the survivors so they again have hope. So it would make sense that the entity would stop its on spider legs to do anything to the survivors in the Second hook when its killers do nothing but watch.

    I would say tho it should be deactivated like DS after all 5 Gens are done. because then camping a hook is the only leverage the killer has. Except if it is a Bubba. bc fuck bubba

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  11. what about letting the survivors start the game with 4 gens already completed? I think that this should balance the game more 🤣 Seriosly, how can you punish killer more in this completely survivors-oriented game?

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  12. 3 Hooks is an auto kill. However to fix camping the hopk timer itself simply needs to be twice as long. this gives survivors plenty of time to do gens.

    The reason why hook timers are bad now is if the killer decides to camp. By the time survivors realize the killer is camping the hook timer is already half way done.

    If survivors have plenty of time to di gens while the killer is camping. I promise it will deal with the majority of campers.

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  13. Dredge should have anti-camp – if the remnant is next to a hook, you just can't teleport to it. Right now you can leave your remnant next to a hook and go on your merry way, camping the hook even if you're not there

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