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(Scourge hook) Hangman's trick still being a lack luster

Hi, I saw the upcoming change for the Hangman's trick perk and it feels like it is getting changed from a rather useless to still a perk that is extremely dependent on RNG and so it will remain pretty useless. The change announcement topic says that the 6 meter aura-reading range was too little but making it more would give you an aura-read on most of, or the entire, map, which is true. And so it gets changed to see 10 in a meters radius, but only around 4 hooks...whose location is completely RNG-based and still only when carrying a survivor. The scourge hook perks are always RNG-based as in the location of scourge hooks, but the effects are usually strong enough to make up for the RNG risk. In this case it doesn't feel like the RNG risk is worth taking - if the hooks are in bad spots, there might be nobody around them and so the aura-reading is lost. Also the aura reading only works when you're carrying a survivor, which limits the chance to get a value out of it even more.

Could the perk be changed so that it is not a scourge hook but still somehow revolves around hooks? E.g.:

- Unhooking survivors takes X% (or X seconds) longer

- When unhooking starts, the hooked survivor screams

- Sabotaging hooks takes X% (or X seconds) longer

This would apply to all hooks. This way, once unhooking starts you would hear the scraming and so the killer would know that unhooking is taking place. The unhooking itself would take longer, so killer would have more time to come back and start a chase. Hook grabbing will be disabled anyway, so it would not give more chance to hook-grab. Survivors would need to wait longer before going for the unhooking to make sure the killer won't be able to come back in time. Longer sabotage time would make it less likely that a survivor would sabotage a hook you're carrying a survivor to.

Other possible effects:

- non-basement hooks don't get destroyed after a survivor gets sacrificed on them

- sabotaging hooks brings up skill checks, failing a skill check cancels the sabotage attempt

- lower the self-unhook chance by 50% (or whatever % ; a counter to all "self unhook" perks)

- adds X more scourge-hooks to the game, if scourge hooks are present (synergy-perk to any "scourge hook" perk)

- sabotaged hooks get repaired X seconds sooner

Or any combination of these effects, or other effects that I'm sure others have come up with in other posts about Hangman's trick. Just something that does not rely on RNG and provides benefits on any hook throughout the entire game, even if the benefits are not super strong. It doesn't need to become an S-tier meta perk for everyone to use all the time. Something that's "not necessary but nice to have" would be more than enough.