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In this video I discuss how strong camping used to be and how that has changed with the introduction of the perk Reassurance. My conclusion is that Reassurance has almost entirely killed the effectiveness of full-commitment camping. If Survivors bring at least 2 Reassurances and do their best not to go down too early (or in basement), this strategy should no longer give consistent good results. However, there are other issues left unresolved…
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No joke since this perk dropped I have never been camped/died on 2nd hook more in my 811 hours of playing
I disagree with your endgame take. Even with grabs if there are 2 survivors left and 1 is on the hook you will get free rescues with the insane basekit borrowed time for 10 seconds. Yes the killer can bring endgame perks, but 1. not every Killer does 2. survivors can bring strong endgame perks like hope or adrenaline as well. With hope and the basekit bt you run at 117 (!!)% movement speed, so faster as every killer not in their power. If you can't grab it's literally impossible for you to get a kill at endgame: 1 survivor runs at the hook, takes a hit runs away with sprintburst, the unhooked surv has godmode with bt and insane movement speed and the third survivor will just bodyblock. Making the maps smaller and giving killers more insentives do go for different hooks is a good idea though imo. I can see that hillbilly and bubby nerf but I hate to be that guy again… why is nobody talking about how op and with 0 counterplay a good 4man swf is?
– Have a base kit reassurance in a way that if a killer is within 16 meters of a hooked survivor, the timer just doesn't tick for them.
– Have it so that you physically can't hook the same survivor 2 times in a row, you have to hook somebody else.
– Or have a penalty. When you hook the same survivor multiple times, the gens get 10% progress added or something.
maybe a basekit old bbq without aura reading to potentially encourage killers to hook each survivor once.
It sounds more like thoughs of crying surv
Hardcore camping is strong but it don't give you much BP, even if u got all kills, that means that not much people would use that strat for normal game
About killer near hook nerfs.. It's insane, it's horror game about scary killer kills, so the fuck entity should nerf them near hooks
So if you get camp Just tell your friends to Rush gens, not considering solo surv, because it's nonsense
I was asked once about my personal skills if I was a survivor in dbd and these were the perks I came up with which I think could stop camping/tunneling players
Brave Savior: “In dire situations, the team comes first” When a survivor is on hook and the killer is within a 16 meter radius, while one of the following apply:
The survivor is hooked in basement
The survivor is hooked on a scourge hook
One of the exit gates are opened
Gain an 8% haste movement speed increase and an 8 second endurance status effect until out of the killer radius. This effect turns off for the rest of the match after a successful safe hook rescue.
No Time To Die: “I know that we can do this, I just need more time” Removes the ability to escape from hook for 20 seconds, but grants the ability of having an extended first hook state phase that uses your entire hook timer. When unhooked, if the killer is within a 12 meter range, penalizes a 15% hindered speed decrease to the killer for 4 seconds. Your second hook grants an additional 5/10/15 seconds based on however much timer remained but does not exceed 60 seconds.
Another thing that could help with it would be to penalize bloodpoints for camping or to give less bloodpoints for downing the same survivor after they were the last one hooked. It would force them to have to get the next survivor in order for them to actually be progressing in the game.
If they do get rid of healthy unhook grabs, should they also remove the survivors ability to cancel the unhook animation?
Bubba
camping just makes it so one real person that queued for the game doesnt get to play, that sucks
Otz, I know you probably hear this enough, but thank you for all your videos, tips, and more. Had to deal with a “bully squad” with Sadako, flashlights and all, and if it wasn’t for your guide on how to deal with it I would have thrown a mouse across the room. Thank you for helping newer players like me enjoy the game.
I think save the best for last should have some delay near hook as well. It is not possible to get the unhook without having 2 people there for it if they have a decent amount of stacks.
It should be possible to get max points just by gens
Why not just change the mechanics of chainsaws altogether?
1. At the beginning of a match, The chainsaw starts with a full tank of gas
2. The chainsaw also starts 'turned off'
3. You can activate the chainsaw via M2 (with movement penalty)
4. There is a few second wind up for the chainsaw to activate
5. Once turned on, the chainsaw is now a basic attack that can 1 shot
6. Every second the chainsaw is on, your gas depletes
7. The chainsaw turns off if it runs out of gas or if you manually deactivate it using M2 again (no wind up)
8. The killer can replenish their gas with canisters spread across the map to incentivize movement
This imo is a pretty fair trade off. The killer is not nerfed, just altered to gel better with the core game mechanics.
Don’t post stuff like this. My second account is getting camped hard rn I can’t imagine how the newbies feel
Omg please man stop making this type of videos when you wast your time and ours time by talking about non sins shit for trashy video game name DBD, just give as gameplay
I still think it's unfair that bubba has a unconditional insta down. Billy has overheat and is not as easy to hit. Oni needs to get blood orbs and injured survivors to get a power. Plague needs to get her power from somewhere at the map. Myers an Ghostie need to stalk and so on. Leatherface should need to get fuel for his chainsaw that gives him a time of recharging his charges and when the fuel runs out after a little time the chainsaw should turn off until he gets new fuel.
Just completely disable the chainsaw within range, because they could probably start a chainsaw out of range and close into the hook within range. With your example if it's 8 meters, just rev 9 meters away. That solution might help in some hooks, but many deadzone hooks will be a minor inconvenience to camping I feel.
As for the complaint/argument of survivors playing around hook, it's really not the end of the world to just use M1 and if survivors are messing around the hook they are not doing gens and are throwing in your favour as a killer.
Camping with bubba is a very effective strategy, but u have to pretend u're not camping, otherwise the really smart survivors will just abandon the hooked guy and go do gens and then u get cucked. It may not be fun for the camped person, but i have the time of my life to read salty messages in post game chat, so 1 person gets to have no fun while the other one gets to have tons of fun, seems a pretty fair exchange. U make 1 player unhappy but u make another 1 very happy, so overall it's not a negative thing in terms of player happyness, it's neutral net happyness. Besides, if i dont camp with bubba i will have no fun whatsoever cuz i dislike chasing and looping etc. I main nurse but i occasionally play bubba just to camp and have some fun with salty survivors. I didnt queue to get looped and try chainsawing survivors in a chase, thats boring and if i am forced to do it, id be very unhappy. So why is the survivor's happyness more important than mine? I wont be happy either if i have to actually chase people and play 'the normal way' so it seems pretty unfair to prioritize 1 person's feelings (survivor's) over another's (killer's). Especially because camping is a completely legitimate strategy, it's not like i'm trolling or smth. If u managed to kill the hooked person before the gens are popped, ideally at least 2 gens remain, u are guaranteed to get a 2nd kill if not a 3rd with the time left and 1 person already being dead.
As such, i see no legitimate reason to make these stupid anti camping stuff. U are only ruining the game this way for the killers and ruining a real strategy. Why not remove the ability for multiple survivors to do the same gen? As a killer this makes me very happy when they ate on the same gen, just like a camped survivors is unhappy, so if u remove anti camping, also remove multiple people on 1 gen. Its only fair.
Wouldn't these stop end game kills?,
i feel like 8 meters is to small and could be easily played around but honestly i can think of a better idea tho maybe the effect should linger a couple secs
For Cannibal chainsaw, I think it showld just not down survs near the hook, so you can alreay hit multiple survs with this
tee hee buy new dlc or get lucky in the shrine to counter camping guys it's just that easy
i would be ok with removing the unhook grab, but then we should also get rid of the permanent hook destruction on sacrifice.
Killers should become disoriented, drunk in devotion to the entity, with screen distortion effects and a 1-2 second delay in raising their weapon after being within 10m of the hook for more than 30 seconds. Killers will have a more difficult time telling if anybody is nearby, and snap out of it once they either leave the area or attack another survivor.
i've had people use reassurance on me, and then farm me off hook 2 seconds later (while the killer is 5m away). this has happened several times. so why even run it at that point? it's not BT lmao
Unhook grabs are like old hatch standoff, whoever acts first "loses"
I hope God (god) and the devs (Satan) hear you and apply these suggestions to the game.
Just make Kindred a default effect. If killer wants to camp survivors should have the peace of mind knowing the killer stays in one place.
Maybe subtle bonus points could slightly encourage hooking different survivors? no bonus points on first hook, but 250 stacking points for each hook that is a different survivor than your last hook.
8 meters away from the hook is nothing
I think Doc's shock needs to be added to this list of killers. he can't just shock-lock you and literally trap you and not allow an unhook w his power.
Reassurance is a good perk but… you still NEED to us eone of your perk slot just for the case the killer camps, and even IF it's not garanteed that your mates will be efficient (as there is now ay to know about camping if you don't go check) beside the others don't know ou use the perk and you need to be insanely close from the Hook to actually use it
and for the Hook changes…. the "no more grab" is debatable (i don't like it much as i punished so many aggressive unhookers that missplayed, so it would mean give them a free unhook while they missplayed there)
but let's be honest…. If you do this change for Cannibal then what they'll do is camp 10m away, they still got the time to rev and swoop in and maybe even down two people with it
Billy may go overheat but he can still slug the person on the ground if they didn't unhook cause it got stopped (and so basically camp it more) or chase a weakened survivor
for me there is only two things that should be done: find a way to encourage killers to go for other survivors (like old Chilli did, like Devour hope does, like No way out does or Grim embrace)
and rather do something like "if the killer stays within a range of 12m near the hooked survivor for like let's say 10-15 seconds, the timer slows down until the killer leaves the area for 10-15 seconds
oh also Hags traps should be auto cleansed when unhooking in a radius of at least 8m around the Hook so she can't have instant insane pressure while also pressuring gens)
What about the exploit at the gate, where you can't pick up a down survivor because of them being healed?
Otz i really like u but remove hook grabs? Wtf are you talking about!?!?
unrelated but i feel like i should be able to put bps into other killers while im queueing for a match and it just registers what killer i started the queue as, its so annoying
I am still a big fan of the concept, that the survivor shared 4-8 hookstages (depents how "Organic" it feals in the game). So u can hock one survivor 4-8 times and after that everyone is on death hock. Problem with this: The killer will focus on the weak Teammate that is not very good in chase, but i think this is even more evectiv in the curent system. I am very interested in your thoughts about that folks.
Or just make it so you lose pips for hard camping, people will stop doing it very quickly
i think huntress iri head should also do normal damage if the survivor is in an unhook animation
and deathslinger can't interrupt the unhook but still pull the survivor after the unhook what do you think otz?
Tunneling and camping is still an issue in my games but the changes have definitely helped. Now that basekit BT is 10 seconds, OTR feels a little less necessary and I hardly ever see anyone use it. You usually get enough distance from an unhook to give you a fighting chance against most killers. Sprint Burst is very common now and also let's you escape the unhook situation nearly every time. I also run Reassurance all the time now and it gets more use than I thought it would. 60-70% of the time I'm just saving the survivor immediately anyways, but it comes in handy at some point during almost every game with or without camping. In most games you'll see killers intercepting unhooks, or survivors going down in end game and getting camped. Being able to buy some time while you loop the killer and let someone else unhook can really help. My personal favorite solo build now is Exhaustion Perk (DH), Aftercare, We'll Make It, Reassurance. Aftercare (or Bond) is useful to help you find people for We'll Make It, and let's them see when you are running away from a hook after Reassurance. It encourages survivors to be a bit more bold and/or altruistic as well.
the best way to stop camping is to copy Pyramid Head's ability: when a survivor is hooked then teleport that survivor to a far away hook. The killer can still see the aura, but it would be much harder to camp (or reach them) and much easier for the survivora to unhook, as survivors usually don't unhook fearing to get caught by the killer.
There was a perk that was encouraging killers to hook multiple survivors…BBQ!!!!
u the best otz <3
i think ur suggestions r good but with the cannibal charges depleting while being close to the hook is too much tbh. if there i a situation where camping is the smartest thing to do then he becomes completely useless. Lets say i down 2 suvivors and hook them close to each other. ofc iwant to sit there and secure 2 kills along with my win
Would be good to Add killer offerings that are basekit bonuses for hooking different survivors, (similar to No Way Out) such as granting a break speed bonus or giving a psuedo slowdown or add on copy, etc. It would lessen the usage of map offerings too.
Pretty simple change for killers that can instantly incapacitate a survivor.
▪︎HEALTHY survivors gain the ENDURANCE status effect when unhooking another survivor.
Simple change, yet effective. This would mean you can unhook in front of an instant down killer, and suffer from deep wounds. You will need to be healthy for this to work, not injured. This is a great solution to punishing instant incap killers without tweaking their power around the hook.
Also, I feel like Reassurance needs to last 30 seconds longer, or have it usable for each hook state, not for each hook instance. This would mean one survivor with the perk can get 60 seconds worth of stalling, and a team three more minutes of stalling. To prevent hostage situations, the hooked survivor can still unhook / receive skill checks, allowing hooked survivors to hostage situations. Just to clarify, struggle skill checks will still occur, but will be at normal difficulty. Would be kinda annoying to hit really difficult skill checks for a minute or so because someone used Reassurance at 5% on your hook state.
"it's really reassuring" good one otz <3
Simple change in addition to no hook grabs:
While a killer is within 8m of a hook for at least 10 seconds while not In chase, the hook timer is paused until the killer leaves for at least 5 seconds
While the killer is within 12-16m of a hook for at least 10 seconds while not in chase, the hook timer is slowed by 50%.
Thoughts?
I want a perk or a base kit mechanic that makes survivors be sacrificed slower if the killer is near