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Deadlock should not activate if the killer is close to the hook

White_Owl
White_Owl Member Posts: 3,786
edited September 2022 in Feedback and Suggestions

I've seen it already once too many times, a Bubba hard camps a survivor, everyone tries to do gens but they keep getting blocked while the killer does absolutely nothing. Add a sprinkle of NOED and the bs cake is served.

I would even dare to increase Deadlock's duration if it meant that such bs would never occur anymore.

edit - I realize it's not the greatest suggestion ever... I guess I needed to vent some of the frustration from my soloQ games.

Post edited by White_Owl on

Comments

  • Gandor
    Gandor Member Posts: 4,261

    All we need is buffed reassurance and this problem will be solved. It would be too risky for bubba's to commit to this strat

  • White_Owl
    White_Owl Member Posts: 3,786

    How can you get in range for Reassurance without being chainsawed?

  • Gandor
    Gandor Member Posts: 4,261

    I have done that multiple times. Mind you - it's not always possible. If you die on open at the edge of the map and there are no floors (think dead dawg saloon at the end of the road by gallows), then RIP. It's the same if you die in basement. BUT. Everywhere else you can cheese it - especially if you don't go alone (or if you are able to hide). Keep in mind, reassurance works thru walls. It works way more often then it does not (but you will probably get 1 M1 hit)

  • Akumakaji
    Akumakaji Member Posts: 5,462

    Reassurance needs to either work 2 times on one instance of hooking or should be working from 12m away. The 6m really kills it as an anti camping tool and a daring drive by isn't always feasible, especially against a camping Bubba, for example.

  • sizzlingmario4
    sizzlingmario4 Member Posts: 6,930

    This might be an unpopular opinion, but I think the real problem here (especially with the gen time increase) is that hook stages just aren’t long enough. If you really want to punish camping and weaken perks like deadlock when used for camping, make it take longer.

    Reassurance is just a bandaid fix. Nothing more.

  • malibu_barbie_26
    malibu_barbie_26 Member Posts: 79

    You are on to something here. If hook stages took longer then this would give more time for a safe rescue and prevent Killers from hard camping a hook.

  • Hex_Ignored
    Hex_Ignored Member Posts: 1,925

    While I do agree that a camping leatherface shouldn't have deadlock, this would hurt non camping killers as well. Imagine you've just finished the hooking animation and a gen gets done. You now get no value from deadlock even if you weren't going to camp.

  • kingcarl2012
    kingcarl2012 Member Posts: 1,710

    The problem with doing that is on the balance for non camping killers, you make the hook stages too long and non camping killers get punished.

    Lets say you bump from 60 to 80 seconds, killer leaves and chases a survivor, that leaves 2 survivors on gens who lets say are at 25% when the hook happens those survivors are gonna be completely comfortable finishing those gens and having time to go for the unhook, if you already lost a couple gens on your first chase, thats like game over.

    If the hook timer gets longer you will see a new knockout 4-man slug meta because hooks wont put pressure on survivors anymore.

  • ReverseVelocity
    ReverseVelocity Member Posts: 4,561

    Deadlock should not activate

  • TeabaggingGhostface
    TeabaggingGhostface Member Posts: 3,108

    Bad idea imo, it punishes people who play normally

  • YOURFRIEND
    YOURFRIEND Member Posts: 3,389

    I don't think there's a survivor buff idea you could drop that would be an unpopular opinion.

  • sizzlingmario4
    sizzlingmario4 Member Posts: 6,930

    That is definitely something to keep in mind, however I don't think a small increase would be unfair considering the gen time increase from 80 to 90. Even if that few extra seconds on hook allows a survivor to get a little bit of extra gen progress before rescuing, if during that time the killer is progressing their objective by injuring/downing someone else, then they’re still better off than they would have been in that scenario pre-6.1.0 where the survivor would have finished the gen faster and then likely gotten the save in time anyway.

    I could definitely see this becoming a problem if hook stages were too long though (and as you said, at what point does hooking become ineffective compared to bleedouts?). Unfortunately there isn't really a good way to make this work only when the killer is actually camping (eg. hook progression is slowed/paused within proximity to the killer) because systems like those are abusable by survivors, and we know that because it's already been tried in the past.

    But I also don't think Deadlock is overpowered outside of camping scenarios. Let's say per OP's suggestion it indeed didn't activate if the killer was near the hook. Well if I happen to hook someone right as a gen pops, then I'm being punished for "camping" when I haven't had an opportunity to leave yet. So of course an alternate solution is to just reduce Deadlock's duration, but then it becomes kinda bad for killers that aren't camping. It might still be okay at 25 seconds, but anything less than that will probably just make it not that good.

    The length of hook stages is also why I was mostly okay with the DMS nerf; even though I didn't agree with BHVR's reasoning for it (or adding the interruption back to pain res to address merciless storm which wasn’t even a problem to begin with), it was pretty busted on Artist with 60s hook stages.