Should Anti Facecamp Be Removed? | Dead By Daylight Discussion



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43 thoughts on “Should Anti Facecamp Be Removed? | Dead By Daylight Discussion”

  1. i just dont see why its a thing, when there is so much hook protection already like reassurance and soooo many anti tunnel perks that you get afterwards. They even increased hook time to 70 seconds per stage now and so on and so forth, on some killers ur just forced to stay near the hook to have pressure, because so many killers dont have mobility. So mostly it goes this way that u leave hook go to gens to find the ones they are working on, one person probably already left for the unhook and the other 2 hear your terror radius 10 years ago and already dipped into the depths of the map so all you can do is kick the gen and then go back to the hook where they have now been unhooked and most of the time the gen pops just on your way back while u still dont have any pressure cuz they unhooked and went who knows where and are healing already. Im no designer, but forcing the killer into being reset to 0 pressure after each hook sounds like bad design to me

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  2. I disagree that it should be removed. Forced hesitation was gonna be a real problem before they put the mechanic in. That being said, it is far more common that my bar will fill up to about 80% before my fellow survivors gather around to stop it from working.

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  3. Funny enough, the anti face camping mechanic made face camping even stronger in a way. As now the survivor can just unhook themselves instead of needing a teammate to come help them. So if the survivor isn't smart and just unhook themselves the moment they are able to then the the killer can just tunnel straight away. Against coordinated teams it's less effective though as the survivor on the hook being face camped can hold onto thier free unhook until the very last second before they hit second stage and then jump off to buy thier team as much time as possible to slam out the gens. I honestly thing the anti camp mechanic is fine. And all I would really change is just make it not work once the exit gates are powered up as the killer needs to secure thier kills at that point.

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  4. I think, *maybe*, instead of facecamp giving survivor the possibility to self-unhook (Which can be countered depending on the killer. Bubba, for example, can kinda just eat the borrowed time with his chainsaw, and down in the same sweep, depending on if the survivor can put an obstacle or two in the way. And for any killer, they can just… Wait out the ten seconds, and hope they don't have off the record)

    Being near a survivor, gives all other survivors a boost at repairing gens. So, if you facecamp, all the gens will be done and the gates will be powered before you can even secure the kill.

    Might also depend on how many survs are left alive. If there is only one other survivor left, then they will have the ability to finish all the generators by the time the kill is secured.

    I'd also MAYBE suggest facecamping to slow down the hook state progression, meaning if you facecamp, then you will need even longer to secure the kill, and it will give survivors even more time to finish all the gens. But however many extra seconds that gives, is however many extra seconds the survivor has to wait around and do nothing. So that would suck for any facecamped survivor dealing with the even longer time until they're sacrificed, (but, again, the killer will be heavily punished for this by practically giving the survivors the win.)

    But still, it would suck to have your choices be either 'wait around for even longer' OR give up on hook and screw over their team… which… Giving up on hook should honestly be taken away. I don't care if not having the measly four percent chance to escape the hook yourself in first stage that no one actually relies on working , or the stage 2 skillchecks, means you're waiting around with absolutely nothing to do, and no way to interact with the game. The option to sacrifice yourself on hook means you just gave the killer free pressure and put your team in a far worse situation because "Waaaah! I don't wanna pway this game anymowe! I don't wike this kiwwer! 😭😭👶🍼🚼😭"

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  5. What is up with these killers man. Even with the meter they still camp. Do you know how many times I’ve been camped on hooked not by them facecapping just by being in proximity and attacking anybody who gets close. I understand camping at end game because it’s like the last strat they have. It shouldn’t be removed it should stay as is either you get facecamped and can’t play the game or you get proximity camped and maybe you get saved.

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  6. I've had killers (mostly Chucky's) stand in front of me while on hook slashing at me. I'm not complaining, its comical. Sometimes I can unhook and run away. It's not every game but it does happen. That Huntress in the footage did nothing wrong.

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  7. The mmr system ruined this game. It is based on kills and escapes and nothing more. It sucks because there is so much nuance in this game that matters way more than the killing and escaping. Until the devs make those nuances matter survivors will just crank out gens and escape as efficient as possible and killers will find the most efficient way to kill depending on the kind of survivors they are facing.

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  8. I think this mechanic is healthy and has good intentions but I think the issue with it is that it’s not reliable at all even when the killer is blatantly camping

    The issue with it is that when you’re being camped you’re teammates don’t know how filled the “resolve bar” is so there’s this sense of “I got to help them” which just slows down the bar from filling at all, if you’re teammates could see the bar it’d make the mechanic alittle more helpful and reliable

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  9. If BHVR doesn’t do the “longer hook stage duration” based on Choy’s idea, the very least they can do is increase the sensitivity of the bar.

    A killer can be standing just 10 meters away, and the bar will absolutely start to fill up, but it’s such a slow rate that by the time the survivor hits their next hook stage, the bar is only like a quarter done.

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  10. No, it does what it’s meant to do which is preventing bming on hook and standing for long periods of time. It should also show how full it is to your teammates to actually make it useful to solo queue players, as it is a detriment to them. The issue shown in that tweet is NOT an anti facecamp problem, it’s a huntress proxy camping problem

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  11. He could have easily been saved, the huntress was so far and wasn't in a good enough angle where a surv could have just walked up and unhooked completely safe behind the hooked guys hitbox. Sure the unhooked would immediately be hit but that's why basekit bt is a thing. I see nothing wrong with this, the feature worked as intended and made it so the survs were given the opportunity to unhook. This was just survs refusing to save not a camping problem.

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  12. 3:08 never seen this. Only seen killers proxy then when a save comes, they chase and act like “oh but you’re by the hook, why would I leave”, then you do leave and the killer doesn’t chase you still and go “but I know someone’s coming to try to save so why would I then chase you into the woods etc”.

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  13. I honestly like the resolve bar, because as a killer, I encourage other killers to not camp, because they’re not really getting any better at the game by just sticking to ensuring a single kill, in fact they’re staying worse at the game if anything

    As a survivor, I hate camping because it’s just obnoxious, I make a single mistake that causes me to go down, and now my teammates can’t even save me without going down themselves, meaning I’m actively being deprived an opportunity to actually play the game, and have become a burden to my team

    And it’s kinda redundant too, because even if the resolve bar were to be removed, it doesn’t stop perks like Reassurance or Camaraderie from further wasting the killer’s time

    In other words, the resolve bar is making killers better and allowing survivors to not be damned to suffering for making a single mistake

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  14. They could always make the Anti-Camp system into something similar to Pyramid heads cages, where if you spend a specific amount of time near a hooked survivor, the Survivor is then moved to a different hook that is at least more then 42 horizontal meters away from the killers position.

    although to prevent constant moving it can only be done once per hook instance. and Killers will have a 10 second grace period to get out of range before the meter starts building up, and the timer will pause if a survivor is too close to a hooked survivor.

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  15. I just think it's fine the way it is, it makes it so the killer can't sit on top of you. Camping is still a thing but it is effectively nerfed. They took away the grab mechanic from unhooking, they increased the time someone can be on a hook for, they made it so if the killer does have the intent on close proximity camping, the survivor can unhook themselves. There are perks to help with camping. It's just not as big of an issue as it once was. While yes it can still work it is more risky than it used to be.

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  16. Ive been saying this for years but the better way to stop camping is to incentivize killers to not camp, not punish them, killers should get like 10 seconds of haste after hooking a survivor, that way u actually feel like u can get to a gen before it pops in ur face

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  17. Dude works for behavior as one of the consultant crew ie h3ns and I responded to his post there in the comments that he was spreading misinformation by calling it the anti camp mechanic it's always been called anti facecamp it is doing it's job noone is being camped in the face anymore with exception of endgame. I've seen alot of people calling it anti camp when it's never been ment that way ever

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  18. The only kind of benefit I've ever gotten from the anti-facecamp is, facing a Stealth killer who activates their undetectable while out of my LOS, first I tell my squad "he left me" then I notice my bar slowly going up, "wait a minute guys, he's actually still in the area." Outside of that, this mechanic has done absolutely nothing to benefit me or my team

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  19. I just have a question. Why in tournament this mechanic is removes? What is the ratio behind it?

    BTW also the red spot makes the killer behave artificial, walking backwards in the loop, but noone complained.

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  20. Ive used it more to get a survivor off hook as killer than had it useful as survivor lol. Since usually if my bar is full its huntress planning to snipe me after i unhook myself or the killer is bodyblocking the basement and doing it on purpose. Nobody has reassurance when the killer is camping, so you can't even count on drive by reassurance. I do think its hard to fix camping so idk what other fix

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  21. Improve it don’t remove it. People forget the awful games when killers just camp a hook and altruism wipes out the whole team, or at best you die but the team did a few gens (big whoop if you’re solo and just want to play DBD).

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  22. 1. Reveal the bar to teammates like hens said, it makes more sense and allows your team to play off it more.
    2. Slow the hook timer the closer the killer is to the hook like choi said for obvious reasons
    3. Increase the speed of the resolve bars progression, another issue with it is that it’s too slow. Maybe even tie it in with the 2nd one

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  23. Just make a system like in 2v8 and push it's reach to 20 meters. If a killer is within 20 m of a hooked survivor for 4 seconds (after say a 10 second buffer from hooking them) teleport the hooked survivor to another hook.

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  24. I think the mechanic is fine. People might not like it but it does accomplish what it's meant to do which is to get the killer far enough away from the hook to make saves *possible*.

    Anyways, I'd be more agreeable with a different solution that rewards killers from getting away from hooks instead of punishing killers for being too close to hooks.

    I'm not going to pretend to know what such a system would look like, but i do feel like incentives are a more powerful motivator.

    It obviously couldn't be anything too powerful and I don't know what level of reward for leaving hook would be appropriate so I'm open to suggestions.

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