Kill Switch update: The issue affecting Baermar Uraz's Ugly Sweater has been fixed and the cosmetic has been reenabled in all queues with this update.

It's nice losing sacrifice points because of bad game design

The issue of bad hook spawns + hooks breaking forever (for whatever reason) shows its face all too often. When you can't hook somebody, not because you goofed around while carrying them, but because the nearest hook was a mile away, it feels like you've been cheated. Hook spawns don't take different floors, walls, or obstacles into account. And hooks also destroy themselves upon a sacrifice, so even if it was a good hook spawn, you can't use it anymore and there's a hook deadzone. So hooking, despite being the killer's primary objective, becomes impossible to do in many scenarios. This is without body blocks, hook sabotaging, Breakout, anything.

Why is this a problem? It should be obvious, but I'll tell you anyway. If it's the last survivor and you're forced to let them bleed out, it denies you points in the sacrifice category, and therefore denies you emblems, BP, and grading up. If you really needed that hook for a Pop or a Pain Resonance, you can lose out on that. If they wiggle off, you have to chase them again, which is game-ending, or leads to them escaping if it's at the end. If you need to hook If you have a challenge to hook or sacrifice people, you lose out on that, and now have to spend more matches trying to complete it. Again, I think it's pretty obvious why this is a problem.

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