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Should hooks relocate?

Auron471
Auron471 Member Posts: 1,310
edited October 2020 in Feedback and Suggestions

Similar to PH cages? Like, if no other survivor is within 32m of the hook, AND the killer stays within 16m of the hook for a cumulative total of 30s, the hook relocates?

Though this would cause a bit of an issue in EGC, where the killer kinda just needs to camp.... so maybe during EGC, the entity wont relocate hooked survivors?

idk. just a random idea.

Post edited by Rizzo on

Comments

  • Dwinchester
    Dwinchester Member Posts: 961

    Not without serious compensation for the killer. Camping is required at times, and survivors shouldnt get that kind of power for free.

  • ToxicMyers
    ToxicMyers Member Posts: 1,295

    Would be unfair, killers NEED to camp sometimes and removing that without compensation is really ResidentSleeper

  • Sonzaishinai
    Sonzaishinai Member Posts: 7,976

    Tbh i would just make it a game to see how many times i can relocate a survivor.

  • MeltingPenguins
    MeltingPenguins Member Posts: 3,742

    It could work like this:

    If a killer genuine camps (so, doesn't stay around chasing*/looking for nearby survivors) the hooked survivor relocates and their timer is reset. I'd go as far as to say that by the second time in a row (looking at you @Sonzaishinai ) the killer stops seeing the new hooks aura, and be the third time the survivor's timer resets to the first phase.

    *chasing in this case means genuinely engaging in a chase, not just hitting them and then returning to the hook.

    I think this could work.

    Sure, it's not perfect, but if you are looking for something that cannot be exploited... that's impossible.

  • Aven_Fallen
    Aven_Fallen Member Posts: 16,434

    While I am not thinking that OPs idea is necessary, can we stop asking for compensation for the Killer all the time when someone proposes a change that might hurt Killers? Thats not how balancing works.


    @Topic:

    I dont think that this is needed. For Unhooks you can have Perks, which can help you in a camping situation, you can go for BT as Unhooker or DS/UB as the person on the Hook. This is not present with Cages, and while I still think that the Cage-Mechanic is stupid, they at least changed that aspect that a Pyramid Head needs a little bit of effort to camp (even tho, he can still camp, since you have to be really close to the Cage to make it move).

  • Orion
    Orion Member Posts: 21,675

    If you do that, you just gave the killer a way to know when someone is near the hook. No more "survivor happened to be nearby and is waiting for the killer to leave before unhooking". And I guarantee you that survivors would be within a 32 meter radius within 30 seconds.

  • Dwinchester
    Dwinchester Member Posts: 961

    That's exactly how balancing works, at least in a game that has a decent balance team.

    You dont get to take away a major killer weapon without giving something back, especially since survivors are the power role. Killer needs buffs, not nerfs.

  • Sonzaishinai
    Sonzaishinai Member Posts: 7,976

    You're only making my game morr interresting. I would equip as many blindness perks and addons as possible.

    Without the initial hook the survivors wouldn't know where the hook went either. Then a high mobility killer. And on top of that if i get it 3 times the progress resets and i can keep doing it.

    On a serious note probably wouldn't be a good idea. I can already see me at the end of the game being hooked near the gate only to teleport to the hook furthest from any gate. It would hurt survivors more then anything.

    The difference with PH's cages and your proposal is that PH starts with a relocated cage and other killers would already be near the hook to relocate it.

  • Warcrafter4
    Warcrafter4 Member Posts: 2,917

    You can't punish the killer for camping as it has and always will be abused by survivors.

    As I alluded to above we used to have an anti camp mechanic but the survivors abused it so badly it was permanently removed with no signs of any similar mechanic ever coming back.

    Why it will always be an issue is that survivors ultimately dictate were chases are and were the killer will have to patrol by proxy without even needing to be near something.

    Aka anti camp can never work due to survivors ultimately dictating were the killer is in any given game.

  • Warcrafter4
    Warcrafter4 Member Posts: 2,917

    Yep i think it was either first or 2nd hook were infinite or so greatly extended it might as well have been infinite.

    It got removed due to survivors constantly forcing killers to defend hooks and lose due to anti camp.

    Or

    Giving up all pressure they had to try to chase someone who would force them to eat a god pallet and lose the game anyways(Remember it was at the time before the multiple healing nerfs we will make it so if they aren't camping that hook the person being unhooked gets instant healed).

  • Volfawott
    Volfawott Member Posts: 3,893

    The cages moving was done because the cages fundamentally work differently to hooked.

    * it doesn't activate any hook base perks for example decisive strike making camping and tunneling incredibly easy.

    * it's easy to stand in front of the cage and completely deny a rescue this makes it impossible to save the survivor in question no matter what

    * pyramid heads punishment wave allowed him to very easily get to effective heads after the person has been rescued or maybe to effective downs.

    * I've mentioned this point but because hook perks don't work in cages it means borrowed time can never be used to save the person


    The cages were not changed because boohoo Camping was bad it's because the fundamental mechanics of the cages allowed no counterplay if the killer was camping.

  • Orion
    Orion Member Posts: 21,675
    edited October 2020

    Two mechanics were tested. One where the sacrificial speed was slowed if the killer was nearby, another where the first sacrificial stage lasted forever. Both were abject failures in ways that can't be fixed by simple "if" statements, despite what some people believe.

  • Midori_21
    Midori_21 Member Posts: 724

    Wrong. Those statistics were not kill rate/escape rate, those stats only showed sacrifices and escapes that contributed towards the completion of Tome challenges over the past year.