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Hooks breaking upon death...why?
A few games tonight I've had to let a survivor bleed out on the ground because their teammates died on nearby hooks and I had nowhere to put them. Sometimes I just let them wriggle free and escape. What is the purpose of this mechanic?
Comments
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I feel you. I think its supposed to make hooking more tactical? But it really feels unnecessary and leads to more survivors bleeding out.
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It's outdated and unnecessary.
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Its to make it tactical and to encourage u to not camp and hook people away from another hooked surv
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It makes hooking actually skillful and to make killers manage their hooks. It's like how survivors have to manage their gens to avoid getting a 3 gen. Survivors manage their gens, killers manage their hooks.
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It is so you cannot abuse a dead zone. If you could use the same hooks over and over again, you could run something like Agitation, use a corner hook, and now every future chase can just be lead or ran around here, where all resources are already expended and lost.
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This, not to mention how much more it would encourage camping. Easy to camp someone to death a hook when you know you can plop the next downed survivor near it right onto it again.
So while it’s not fun for either side when you can’t make it to a hook, remember there is a reason it functions this way.
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It gives nearby slugged survivors a chance to wiggle off killers instead of getting hooked on the same hook.
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The hook being destroyed feels right (avoid abuse).
The real issue is book distribution.
Yesterday again on Midwich/Huntress : 3 downs on a corner of the map, only one hook close enough to them. Hooked one, slugged two, found and killed the fourth, one bleed-out. There would have been two but I found one back and gave hatch.
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I like it because if a hook spawns in a strong spot where It's easy to defend it and also defend something else of vital importance (like a 3 gen, totem, gate, or 99d gen) it can be basically impossible for survivors to get that objective and as long as there's a hook there the killer has no reason to leave it. Makes sure you can't eternally use the same hook for defense, have to eventually move your hook spot. That way you can't just continue to defend the same spot, it's not like the hook is breaking and you're getting nothing out of it, a survivor is out of the game after all which instantly puts you in a winning position if you're early enough in the game or sets you up for a bare minimum tie in the late game, if not a victory.
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The mechanic is fine if hook distribution didn't make hooking people impossible with the mechanic
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Thanks everyone. This thread really helped me getting a wider view on this topic and I understand things more clearly, now. Yes, the hool distribution can sometimes cuck you hard, but overall its much healthier to the game then any alternative.
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But that's stupid, hooks and gens do not work mechanically the same. Not to mention it just creates frustratingly boring situations, what the hell is a killer supposed to do when they have to hook the last survivor and there are no hooks nearby? Let them bleed to death, that's the only thing they can really do.
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Without it the wiggle mechanic would be pretty useless. And it can lead to some interesting plays. If I've downed the last survivor and there's no hooks nearby I might just give them hatch for the sake of it, they took chase to somewhere they knew I couldn't hook them and I might as well give them credit for paying attention to that.
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The game needs it. Just take my word for it.
1