First Hook, Final Survivor: Give Us Our Three Chances
So a couple of times now either I or one of my teammates has managed to evade the Killer long enough that either everyone else is dead or has escaped or is on the hook so when we get hooked it is our first time but because there are no other "Healthy or Injured" Survivors we go right into Stage Three without the chance to try freeing ourselves.
I get that it is a really low chance to jump off each time and that the Killer is probably still right there in front of me when I'm on the hook because they've got no where else to be now but I'd still really like my three attempts just as one final hope that maybe if I'm lucky I can still escape.
Put it on a short timer that if you don't try right away you still skip to Stage Three like it does now, just not instantly. Something just slightly longer than however long it takes for the prompt to show up and the action to be performed. You have enough time to get the prompt and perform the action with maybe a moments hesitation beforehand, but if you cancel the attempt at any point ("waving") or wait too long you go Stage Three.
I'm just upset that I was able to avoid being hooked at all only to not even get my three attempts. I'd have been better served going down sooner and at least trying to jump off than not going down until the very end.
Comments
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I agree from a killers perspective, occasionally I used to just say "If the dbd gods let you jump off this hook then I'll let you live." Who am I to deny a second life given from the gods? (If they jump off with deliverance which is shown by them being broken then its no longer the gods and instead a perk so they died anyway)
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I like this idea. I play both sides pretty much evenly (I take data and literally it's a 49.98/50.02 split) and I think this is a good change. Just let the survivor have their 3 unhook attempts. Unless they have deliverance, chances are they'll be staying on the hook. Might as well let them try just in case they would have escaped the hook.
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Hook stage is actually team asset. Effective way to escape with your team against good killer is share hooks. If there is no teammates left you no longer need hook stages.
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No.
It was removed because it wastes everyones time.
And if it was added back.... you'd either waste time or jump into the arms of the killer who knows you can still jump off and has no reason to leave.
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I just want to point out something that I myself forget every so often but there is another Perk that also gives the Broken status effect when coming off the hook: Second Wind. If you're not feeling charitable enough to give a Deliverance person the escape maybe give then half a minute and see if they heal? Personally if someone managed to evade me as Killer long enough to have Deliverance at the end of the match as the last person I'd still let them go anyways, because it means they did at least one unhook so weren't total no-shows for their teammates.
It depends on how the game flows. I play Solo Q a lot, so no coms and while I try to run Perks like Bond and Empathy to be able to find and help other people I'm one of those people that cares about Prestige so I stop spending BP on characters when they hit Level 50 sub-3 Prestige so I don't have all Perks on everyone and as such can't always run the info Perks I want to.
This is a long way of saying that some games I personally just can't get out there and give up my hook states like I want to because Solo Q is a special kind of [bad place]. If the Meg who's dead-on-hook goes down on the other side of the map from me because she didn't stay on the gen were were working on there isn't much more I can do. And if you've got a hardcore tunneling Killer they will just ignore everyone else anyways to remove that one person from the game so even if you try and give up your hook states for your teammate the Killer won't take them.
But the game that drove me to finally post this topic was one I had against a Myers on Chapel. Not the best map for Myers, and this one seemed kinda new to the Killer. I was thinking he was a Mirror Myers because he never tiered up but no, just Earrings and Memo. Anyways, he gets no hooks all game and opens the door at the end and waits there. I wait a bit to see if he's going to leave but, nope, just standing there. He already hit me and I don't know where anyone else is so I don't take the run and instead go looking for the other door. While I'm looking everyone else gets out alive so I think other door is open. Find it and no dice, not even been touched and at this point I don't have enough time to open it myself so I go back to the first door. Mikey is still there and knocks me down as I come around the corner and hooks me, no chance of even getting close to getting out.
So, in scenarios like this, where no one had any chance of "giving" up hook states for a good reason the last person should be punished? Not even given their attempts because the Killer only ever got one hook at the very end after everyone else left and you were just unfortunate to not be able to get out before someone else?
As a Killer Main I'd like this to come back because it means I could get a second hook on someone who I would otherwise only get one from. Very likely though is they mange to jump off I'd actually let them go if there is enough time for them to get out.
But if you think one or two seconds is "wasted time" then we need to put conveyor belts on the floors of the Exit Gates that push Survivors out the door when they step inside of it so they can't "waste time" wanting around to be chased out by the Killer or get in some last second t-bags in. If everyone is healthy and just standing with their faces a gnat's breath away from the the escape line that's nothing but "wasted time" and is still in the game.
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