Kill Switch update: We have temporarily Kill Switched the Forgotten Ruins Map due to an issue that causes players to become stuck in place. The Map will remain out of rotation until this is resolved.

http://dbd.game/killswitch

Hook spawns are still pretty dumb after 5 years

BenZ0
BenZ0 Member Posts: 4,125

On various maps, especially on Coldwind Farm and Mac Millain you have sometimes an entire corner without a hook. This is just increadably frustrating if you down a survivor, especially if its the first one and you cant even hook him.

I am not saying that there should be every 5 meters 1 hook to make it easier for the Killer, I agree that after some hooks are destroyed that you should have after that some areas without hooks, that means you have to think which hook you wanna sacrifice a survivor on it to destroy the said hook.

I mean that these empty hook areas that spawn right at the start of the game should not be a thing, this especially happens also near to big houses like on Rancid Abbitor, Thompson House or even Fathers Chapel Churche if there are no basements. Thomson House had back then before the graphice rework a hook always on the balcony, I wonder why its even gone now?

Anyway end of this rant.

Comments

  • humanbeing1704
    humanbeing1704 Member Posts: 9,091

    Swamp is the king for this I've had so many times where I wiggled out easy because there were literally no hooks in the area

  • danielmaster87
    danielmaster87 Member Posts: 10,719

    The devs need to understand that distance alone is not a good enough judge of good hook spacing. There are walls, obstacles, different elevations, etc.

  • Crowman
    Crowman Member Posts: 10,114

    tbf, the system has been around forever and was largely fine on most of the original maps since they are just single floor maps. Old Thompson House had a guaranteed hook spawn on the 2nd floor balcony to prevent any issues with the house.

  • Grandpa_Crack_Pipe
    Grandpa_Crack_Pipe Member Posts: 3,306

    Just spawns in general are awful, man.

    10 hooks in one corner of the map, literally nothing in the other.

    Exit gates within spitting range of eachother one game, opposite sides of the map the next.

    15 pallets one suffocation pit, 6 the next one.


    Chaos is good fun, but BHVR please.

  • danielmaster87
    danielmaster87 Member Posts: 10,719

    What happens when that hook is gone though, and you still need to defend that upstairs gen, and it's a 3-gen? Half the reason we have a hook spacing problem is because the devs decided "Let's have the hook be destroyed after someone dies on it." It's supposed to discourage staying in one area, but why/how exactly is that such a game breaking bad thing? If someone is gonna camp, and the hook breaks, they'll just camp in another area. If they have a 3-gen and keep hooking someone in the middle hook, that's the survivors' fault for getting themselves in that position.