4% Unhook is so stupid and tedious
I swear this is becoming a lot more common where if you have a snowball effect happening as Killer where the game is more in your favor the chances of Survivors being handheld increases to the point of it doesnt even seem like a rare 4% anymore which completely takes away that snowball momentum.
Someone being hooked means Gen Efficiency is at 75% thus a Survivor teammate has to go and unhook them which leads to the Survivors being at 50% Gen Efficiency at most during that time. If a Survivor is able to unhook themselves that leads to 75% Gen Efficiency especially if a SwF group knows their teammate has the likes of Deliverance active this can completely take away a Killers momentum. It's not like the Killer can gain that momentum back either as even if they go for the person who unhooked themselves they can still have base kit Borrowed Time and Off the Record into a potential Decisive Strike, that's a lot of time wastage for something what shouldn't even be in the game.
Here's how the 4%/Unhook mechanic is so stupid, picture it from a Killer perspective. Imagine if Killer had a 4% base kit where there is a chance that on a random down the Killer is granted a Mori or when hooking a Survivor the Killer has a 4% chance that the next down they do will be a instadown and there is no tell tale from the Survivor perspective if that was going to happen. A random Mori would take away momentum for Survivors as it could even happen to a random person who hasn't even been hooked yet. Can you imagine the uproar if this sort of thing was put into the game? That's just how stupid the unhook mechanic is.
It's the same for if that basekit Unbreakable makes it to live. Currently if the Killer is slugging and no Survivor has Unbreakable a teammate must rush to go and pick them up, thus again 50% Gen Efficiency. With basekit Unbreakable the Survivors don't have to worry as they will just be able to pick themselves up so gens are at or should be at 75% Efficiency.
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Self unhook is a bygone meme mechanic that allows for essentially a DC or a free advantage.
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Self hooks can be pretty brutal if they go off at the wrong moment and it can indeed feel unfair, but their function is to provide hope.
A game that's lost because everyone is slugged and the killer is just hooking one after the other can be pretty dull went you just waiting to die. Due to the rather lowish chance you should only try it in desperate situations, but if it works, it gives the survivor's a lie adrenaline kick and confidence boost.
In know that nothing similar exist for killers, and that sucks, but in an asymmetric game both sides don't need equivalent systems for every game mechanics. In this case it's probably healthier to just accept that occasional 4% unhooks are a thing, but don't to dwell on it.
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Your example lack 1 crucial part that IS part of unhook - the downside of trying it. You can implement your insta-mori mechanics and I would not oppose it. But it should have 4% chance to succeed and if you don't hit it (96% chance), then you get 5s stun instead of a hit (so survivor will stay healthy). Now these things are in line for each other - survivors also usually don't go for 4% if they are trying to win the game. Using this chance will usually get you killed (specific perks excluded - but if you are angry at deliverence, then I am angry at devour hope because again - that's kind of a same thing).
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How is Devour and Deliverance even remotely similar? Deliverance all you need is a safe unhook which is guaranteed with BT base kit you can just charge in and not worry if it's a bad save. Devour conditions Killer to play fair by not Camping, not necessarily Tunnel and it rewards Killers for Hooks and you need 3 to even get any benefit from it and it can be destroyed literally 5 seconds into the game. Before you say "Yeah will Deliverance can be taken out instantly, that's on you just don't get chased first.
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1, dhope will always provide you with value. You can't spawn with direct sight on any totem so there will be always some travel time and cleansing takes 14s which at minimum can be considered as a slowdown. And yes it's a gamble. It can provide you at minimum 16s slowdown, or it can outright win you the game (especially in lery's where it's quite hard to find totem).
2, for deli to make sense you need to not be chased first (that's more on a killer/luck then on survivor - like you can hide, but then it's 3v1 because you don't progress generators which is bad tactics - and even hiding does not guarantee you will not be found). Then you need to be able to unhook safely (so killer will not find you when going for unhook) and your team must know to play around it (in soloQ you have no way to communicate to others that they can stay on a gen and you are safe). Also when you use it, you are broken so you are very promising target for being tunneled as there is no way to heal you. Also you would be surprised, but basekit BT does not fully guarantee you safe save. I mean you are very likely to have it, but it's not guaranteed (just one example that is not the only possibility - Award-winning Chilli + The Beast's Marks will allow you to hit unhooked survivor twice if he is not close to window or pallet).
3, it's the same considering your example - you gave an example how "unfair" it would be if killer had random chance to mori changed to 100% certainty by perk (that has some conditions). So I used the same reasoning - 4% unhook changed to 100% perk (that has some conditions).
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