Sabotage buff that makes it less toxic

thesuicidefox
thesuicidefox Member Posts: 8,222
edited September 2018 in General Discussions

First, Sabotage main effect stays the same (ability to Sabo hooks without toolbox at 50% speed).

Next, using this perk applies a 6% repair speed penalty to the survivor (same as using NM against Thanatophobia). This would "up play" hooks an objective for survivor and "down play" gens as the objective. Players would feel less like they are wasting time using the perk since using the perk is actually a good use of time comparatively.

Lastly, and this is the important one, performing an unhook on a player using Sabotage would instantly apply 50% sabo to that hook. This means if the sabo guy did 51% sabo to that hook and then got saved off that hook it will break immediately.

Basically, with this change, when you equip Sabo your goal would be to do as many hooks as you can to at least 51% so that when you get hooked and saved that area is now a bit of a safe zone. You could still use it the way it was used before, but that wouldn't be the optimal tactic anymore. It would be in your better interest to doing 51% on 10 hooks than 99% on 3. It'd also punish 2 of the things survivors hate, camping and tunneling, since the killer would be forced to slug you and make them think carefully about where/when they might hook you next.

Comments

  • Doomsaki
    Doomsaki Member Posts: 153

    I like the basic premise of this. Rescuing someone from a hook and it automatically progressing sabo would help punish tunneling.

  • BACKSTABBER
    BACKSTABBER Member Posts: 1,809

    remember it takes 180 secs for hooks to be autofixed, sabotage is fine now

  • Orion
    Orion Member Posts: 21,675

    Slugging is also something Survivors hate. So thanks, but no thanks. I don't want to be slugged just because you can't handle Killers playing smart by chasing the weak target or defending the hook.

  • CoolAKn
    CoolAKn Member Posts: 677

    @BACKSTABBER said:
    remember it takes 180 secs for hooks to be autofixed, sabotage is fine now

    Or 30-10 seconds if you have Hangman's Trick.

  • Peasant
    Peasant Member Posts: 4,104
    CoolAKn said:

    @BACKSTABBER said:
    remember it takes 180 secs for hooks to be autofixed, sabotage is fine now

    Or 30-10 seconds if you have Hangman's Trick.

    Who actually runs Hangman's Trick?
  • NMCKE
    NMCKE Member Posts: 8,242
    Orion said:

    Slugging is also something Survivors hate. So thanks, but no thanks. I don't want to be slugged just because you can't handle Killers playing smart by chasing the weak target or defending the hook.

    Am I the I only survivor main who likes to get slugged? Lol
  • Orion
    Orion Member Posts: 21,675

    @Nickenzie said:
    Am I the I only survivor main who likes to get slugged? Lol

    You like crawling around for 4 minutes until you die?

  • NMCKE
    NMCKE Member Posts: 8,242
    edited September 2018
    Orion said:

    @Nickenzie said:
    Am I the I only survivor main who likes to get slugged? Lol

    You like crawling around for 4 minutes until you die?

    Yeah, I been in dying state on my third hook multiple amount of times and was able to find the hatch. If the killer wouldn't have slugged me, I would've been sacrificed. I even use Tenacity and it's a great perk for finding the hatch while in dying state. Sometimes the killer loses me and I'm able to get back up! :)
  • Orion
    Orion Member Posts: 21,675

    @Nickenzie said:
    Yeah, I been in dying state on my third hook multiple amount of times and was able to find the hatch. If the killer wouldn't have slugged me, I would've been sacrificed. I even use Tenacity and it's a great perk for finding the hatch while in dying state. Sometimes the killer loses me and I'm able to get back up! :)

    To each their own, I suppose... I don't even struggle when the Killer has put everyone in the dying state. He deserves the win at that point, and I really don't want to stick around for 4 minutes.

  • NMCKE
    NMCKE Member Posts: 8,242
    Orion said:

    @Nickenzie said:
    Yeah, I been in dying state on my third hook multiple amount of times and was able to find the hatch. If the killer wouldn't have slugged me, I would've been sacrificed. I even use Tenacity and it's a great perk for finding the hatch while in dying state. Sometimes the killer loses me and I'm able to get back up! :)

    To each their own, I suppose... I don't even struggle when the Killer has put everyone in the dying state. He deserves the win at that point, and I really don't want to stick around for 4 minutes.

    I just find it more fun to have some control than staying on a hook to be honest.
  • Seanzu
    Seanzu Member Posts: 7,525
    edited September 2018

    Can we not pretend sabo is even a big deal, 9 out of 10 matches you don't even see someone running sabo.
    It needs a straight buff if anything, not a "you do gens slower" nerf.

  • DeadByFlashlight
    DeadByFlashlight Member Posts: 1,642

    @Doomsaki said:
    I like the basic premise of this. Rescuing someone from a hook and it automatically progressing sabo would help punish tunneling.

    @Doomsaki said:
    I like the basic premise of this. Rescuing someone from a hook and it automatically progressing sabo would help punish tunneling.

    If you like to spend your time on the floor, I can live with that :wink:

  • UncannyLuck
    UncannyLuck Member Posts: 210

    Why would anyone run this over borrowed time? It wouldn't even work on basement hooks, and there'd be another hook like 3 feet away anyway.

  • DeadByFlashlight
    DeadByFlashlight Member Posts: 1,642

    @SenzuDuck said:
    Can we not pretend sabo is even a big deal, 9 out of 10 matches you don't even see someone running sabo.
    It needs a straight buff if anything, not a "you do gens slower" nerf.

    Survivors dislike being slugged, but at the same time you want to buff sabotage.

    Do you see a problem in this approach?

  • Seanzu
    Seanzu Member Posts: 7,525

    @DeadByFlashlight said:

    @SenzuDuck said:
    Can we not pretend sabo is even a big deal, 9 out of 10 matches you don't even see someone running sabo.
    It needs a straight buff if anything, not a "you do gens slower" nerf.

    Survivors dislike being slugged, but at the same time you want to buff sabotage.

    Do you see a problem in this approach?

    Survivors dislike anything that killers do because it prevents them from doing their objective, what's your point?

  • skynight
    skynight Member Posts: 38
    I enjoyed a comment a Dev made in a recent YT video: sabo would prolong the hook respawn.

    I was actually surprised that hook respawn times did not change when Hangman's trick entered the game. I got even more surprised that times didn't change when hook spawn locations got more numerous. It all felt like it was winding into "the return of sabo".

    ....I'm still hoping it is. :-D
  • Dreamnomad
    Dreamnomad Member Posts: 3,965

    There shouldn't be any kind of gen debuff for running sabo. Progressing hook sabo during an unhook is a pretty interesting idea though.

  • thesuicidefox
    thesuicidefox Member Posts: 8,222

    @Orion said:
    Slugging is also something Survivors hate. So thanks, but no thanks. I don't want to be slugged just because you can't handle Killers playing smart by chasing the weak target or defending the hook.

    Or maybe you can't handle smart survivors that counter your nooby tactics? Camping and tunneling should not be as rewarding as they are and should be much easier to punish than they are because it seriously does not take any skill to do. Anyone can chase one guy long enough to put them on a hook and camp them to death.

    Getting slugged when you should get hooked is a good thing. You force the killer to go after someone else, thus is counters tunneling and camping. If you don't tunnel that guy back onto the hook then you shouldn't have a problem with Sabo.

    @Dreamnomad said:
    There shouldn't be any kind of gen debuff for running sabo. Progressing hook sabo during an unhook is a pretty interesting idea though.

    The idea there is to promote hooks as the objective over gens and to punish players that might try to abuse the new mechanics. Right now Sabo can be pretty toxic if you use it right, and that's something I feel future changes won't adequately address.