Dead by Daylight

Dead by Daylight

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Mostly Ghostly 2016 年 10 月 3 日 上午 6:39
Perks to help reduce hook camping.
TL;DR Just post an idea for a perk that will reduce the amount of hook camping. This can be a survivor perk to discourage a killer from staying or a killer perk to encourage them to leave.

A while ago I made a thread asking for general ideas to help reduce hook camping without completely removing the strategy from the game. If you want to know why I think hook camping should stay here's the thread http://steamcommunity.com/app/381210/discussions/0/360671583800313239 (it's a long post).

In this thread I'm specifically asking for perk ideas to reduce camping. Remember, just the fact that someone could be running a particular perk can be enough to change behavior.

A few things.
A1) The reason to use perks instead of a new mechanic is that you only have four perk slots. So even if an effect would make camping unviable, you would not expect everyone to use this perk over their other choices so hook camping would still show up sometimes.

A2) That said. please try to avoid perks that are so strong that they are auto includes as this would end up removing hook camping from the game altogether.

B) The values listed for a perk do not need to be exact. just a general idea of what you think an appropriate power level would be.

C) To simplify matters only list what the perk would be like at tier three.

D) Maybe this thread should go in the Suggestions&Feedback sub forum, but I'm also looking for what other people think would be good ideas (not just what they think of mine) so I put this thread in the General Discussion.

E) When I say "hook camping" I am not referring to face camping/body blocking. Think something more along the lines of close hook patrolling.

I'll list my ideas to start things off and any critiques are welcome.

Survivor Perks.
1) 50% slower entity progression speed while you're hooked.
This is not a radius effect and is always active regardless of the killer's distance from the hook. This is so that the perk is not completely useless if the killer does not camp.

2) Heal one health state upon unhooking a survivor and gain a 2% movement speed increase for 6 seconds (the speed buff is to account for lower tiers).
This would allow you to more safely tank a hit and then save a teammate without almost certainly getting downed yourself.

3) Do not go into the injured state after being unhooked and gain a 2% movement speed increase for 6 seconds (the speed buff is to account for lower tiers).
This would avoid the issue of being unhooked and immediately getting downed again, but trapping a hook would still be effective.

4) Buff Kindred to reveal the killer's aura when within 20 meters.
Not really a new perk idea, but Kindred just isn't strong enough.

Killer Perks.
1) If you are more than 25 meters away from a hooked survivor then their entity progression speed is doubled.
This just Incentivizes killers to leave the hook.

2)Upon hooking a survivor, reveal the aura of whichever survivor is farthest from you for 10 seconds.
This would encourage a strategy of hooking someone and abandoning them. Also, ten seconds should give a killer enough time to get close to a survivor, but not so much time that the killer would be on top of the survivor before it runs out.

3) Reduce you're terror radius by 50%, and reduce the movement speed of all survivors by 8% as long as a survivor is on a hook.
This would make it easier to find and catch a survivor after hooking someone. Also, I don't think this would encourage more hook camping since Insidious works better for that and it's not run much.

4) Upon hooking a survivor, reveal the aura of all survivors within a 30 meter radius of the hooked survivor for 10 seconds.
One issue is that survivors will follow the killer straight to a hook and the moment the killer leaves they unhook their buddy. This perk would allow killers to not worry so much about that and make survivors think twice about going for the rescue the moment the killer leaves.

Those are some of my ideas. What are yours?
最後修改者:Mostly Ghostly; 2016 年 10 月 3 日 上午 6:42
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FunFace | luke 2016 年 10 月 3 日 上午 6:47 
10 seconds it's quite a lot

Anyway, I think it's better to incentivate the killer in other ways (I do not have an idea what those "ways" can be :p)
Terrorize Exercise 2016 年 10 月 3 日 上午 6:48 
Just use kindred SMH.
Mostly Ghostly 2016 年 10 月 3 日 上午 6:53 
引用自 llofrudd
10 seconds it's quite a lot

Anyway, I think it's better to incentivate the killer in other ways (I do not have an idea what those "ways" can be :p)

I used fairly high values because these perks have to compete with other strong perks. There's no point in adding a perk if no one will use it.

That said, Yes these values could use some adjusting.

引用自 Terrorize Exercise
Just use kindred SMH.
One of my ideas did address Kindred. The issue is that its eight meter range is not enough to effect camping.
最後修改者:Mostly Ghostly; 2016 年 10 月 3 日 上午 6:56
Mostly Ghostly 2016 年 10 月 3 日 下午 9:41 
Anyone else have ideas?

I could post more, but I don't think this should just be a thread of me making up perks.
TheMorganism 2016 年 10 月 3 日 下午 9:50 
Buff killers?
Mostly Ghostly 2016 年 10 月 3 日 下午 9:53 
引用自 TheMorganism
Buff killers?
Okay. That's a valid suggestion, but how should the killers be buffed?
JRex 2016 年 10 月 3 日 下午 9:58 
I think these are all good. But killer 1. Ummm that is the worst perk ever. I would rather that it was just In the game as a basic thing instead of perk.
最後修改者:JRex; 2016 年 10 月 3 日 下午 9:58
Ding$Chavez 2016 年 10 月 3 日 下午 10:02 
"Upon hooking a survivor, reveal the aura of whichever survivor is farthest from you for 10 seconds."

This is overpowered. So the 2nd to last survivor gets hooked and the killer gets to know exactly where the last survivor is for 10 seconds?

What if there are 3 survivors left and one is 15m away and the other is 17m away when the survivor gets hooked? You don't think 10 seconds is too much time? 4 seconds would be about the max you could do for something like this. and depending on circumstances you would be getting a survivor owned even then.

I think this idea would make people cautious to go anywhere near where someone is about to be hooked for fear that they might be the furthest away but still close enough to get the killer all over their ass so you would see people scattering really far away just in case.

Ding$Chavez 2016 年 10 月 3 日 下午 10:04 
"If you are more than 25 meters away from a hooked survivor then their entity progression speed is doubled.

Hillbilly standing at 26 meters with clear line of sight revving chainsaw would make this brutal at times.
Ding$Chavez 2016 年 10 月 3 日 下午 10:09 
I think the best ways to combat camping is to make the health loss twice as slow when killer is in close range, 50% slower at medium range, and normal speed at far range.

Ranges could be 8m, 14m, 18m or something near that. Would have to see the distances in game to get an idea of how likely people would be able to make a save at those distances.

This would encourage people to not camp but not take it out of the game and would also not make people have to use a perk on either side.
Mostly Ghostly 2016 年 10 月 3 日 下午 10:19 
引用自 Ding$Chavez
"Upon hooking a survivor, reveal the aura of whichever survivor is farthest from you for 10 seconds."

This is overpowered. So the 2nd to last survivor gets hooked and the killer gets to know exactly where the last survivor is for 10 seconds?
Yes this would be very powerful in an end game situation, but Whispers is also very strong when there are only one or two people left.

引用自 Ding$Chavez
You don't think 10 seconds is too much time? 4 seconds would be about the max
Yes 10 seconds might be too much time. These numbers aren't meant to be exact. maybe 7 seconds?

引用自 Ding$Chavez
think this idea would make people cautious to go anywhere near where someone is about to be hooked for fear that they might be the furthest away but still close enough to get the killer all over their ♥♥♥ so you would see people scattering really far away just in case.
This would be a very good result. The game is at it's best when players become unpredictable.

Some survivors might get very close to the killer to dodge the perk, while others might assume they'll be the furthest no matter what and run for cover.
valenterry 2016 年 10 月 3 日 下午 10:23 
Okay, here is the real solution:

#5 Killer Perk: The hooks are made of a more sophisticated form and material. Hooking now takes 5 seconds but is also silent. Other survivors can't see the hooked survivor, only hear it crying. Unhooking takes 5-10 seconds (random) but is also silent and does not notify the killer (or only with delay).

But I think it should be the default, not a perk.
Mostly Ghostly 2016 年 10 月 3 日 下午 10:28 
引用自 Ding$Chavez
I think the best ways to combat camping is to make the health loss twice as slow when killer is in close range, 50% slower at medium range, and normal speed at far range.

Ranges could be 8m, 14m, 18m or something near that. Would have to see the distances in game to get an idea of how likely people would be able to make a save at those distances.

This would encourage people to not camp but not take it out of the game and would also not make people have to use a perk on either side.

My problem with it being an effect that's always in play is that it can make the hook too safe as you'll always know that the killer will try to get some distance from the hooked guy.

Also, if someone wants to use insidious (or cloaked wraith) and camp, everyone would know since the survivor would be dying too slowly. That's another reason I like a static slowed entity progression regardless of the killer's distance for the hook.
Mostly Ghostly 2016 年 10 月 3 日 下午 10:36 
引用自 valenterry
#5 Killer Perk: The hooks are made of a more sophisticated form and material. Hooking now takes 5 seconds but is also silent. Other survivors can't see the hooked survivor, only hear it crying. Unhooking takes 5-10 seconds (random) but is also silent and does not notify the killer (or only with delay).

But I think it should be the default, not a perk.

This would make perks such as Kindred, Empathy, and Bond. see more play, I like it a lot!

However, I'm not so sure this should be the default, and you might want to slow down entity progression a bit to give survivors time to find their buddy.
最後修改者:Mostly Ghostly; 2016 年 10 月 3 日 下午 10:37
valenterry 2016 年 10 月 3 日 下午 10:44 
引用自 Osiris's iris
引用自 valenterry
#5 Killer Perk: The hooks are made of a more sophisticated form and material. Hooking now takes 5 seconds but is also silent. Other survivors can't see the hooked survivor, only hear it crying. Unhooking takes 5-10 seconds (random) but is also silent and does not notify the killer (or only with delay).

But I think it should be the default, not a perk.

This would make perks such as Kindred, Empathy, and Bond.

Nah, I think it's the wrong direction. A killer should neither be forced nor punished for camping. Currently as a killer you are forced to camp/facecamp in most games. The reason is the behaviour of survivors (rescuing after 10 seconds, even if they KNOW the killer is still close). And exactily this behaviour has to be changed, e.g. by lowering points to unhook or make unhook more difficult and risky.
As a result, killers will stop camping because they don't get the feeling that the survivor will be unhooked in a few seconds after they got hooked.
In exchange, the entity progression can be slowed in general to balance out the more difficult unhooking.
But I also think, getting hooked twice should mean death. For that, survivors should have greater chances of escaping and getting healed after beeing unhooked than right now. The most important point for that is that killers should not see if someone is unhooked. It is unrealistic, frustrating and makes the game boring.

In a nut the hooksystem needs a major overall change.
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張貼日期: 2016 年 10 月 3 日 上午 6:39
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