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Remove hookstages

Hear me out.

The game gets a entity satisfacion meter which fills up and when completely filled, it sacrifices all the survivors to the entity(like end game tentacle style)

The meter fills up when you hook fresh survivors, its doesn't fill when you hooked the same survivor twice in a row. It doesn't fill up when you camp a hook . It also fills up aswell with injured state of survivors, screams, etc.. You could basicly sacrifice every1 at 5 gens if played correctly.


To counter, the meter goes down if survivors do gens, heal, stun the kiler; etc.. As long the meter is not full, the survivors can still escape the way they can now.

Comments

  • Batusalen
    Batusalen Member Posts: 1,323

    This has so many problems I don't even know where to start with it, but maybe that it would incentive for that just hooked survivor to body block the killer as now the killer won't have a reason to hook him, which would lead to more slugging, and that survivors would be able to make the meter go down non-stop by just doing their objectives while the killer have to lose time by chasing a fresh survivor. Even more, survivors would just bring 4 flashlights and start stunning the hell out of the killer the moment that meter go up too much.

    Sorry, but it is not a good idea.

  • Stabby_Widdershins
    Stabby_Widdershins Member Posts: 485

    No a good idea, no offense.

    Imagine a good loop. Now imagine chasing someone in that good loop while 3 other people do gens means any hook progress someone had is erased.

    No way.

  • jajay119
    jajay119 Member Posts: 1,061
    edited January 2023

    The only change, in my opinion, which should be made to hooking is to remove the struggle phase interaction element. Just have 'x seconds' of uninterrupted struggling on the hook at the second stage where you can either be rescued or not. Having to do the odd skill check adds nothing to the experience and tbh I want to divert my attention whilst I'm on the hook and only zone back in when I hear/see myself being unhooked.

    Depending on how you feel about it this could remove hook suiciding from the game as you're made to endure the time in the struggle phase, or they could add a 'give up' prompt to be sacrificed instantly at any point in the second phase.