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No more Hook grabs?

I know that this is going to be a thing that we'll be seeing soon when the mid chapter releases. And my only real question here is, why?

It's a high risk, high reward kind of thing to br able to grab someone off a hook. Why would it be removed entirely? Might as well remove the animation altogether then, and have it so killers can't grab you away from a gen, or a window, or a pallet. It feels like an odd change to me. And I don't really see the reason as of why, considering the action doesn't get used all that often anyway.

I've noticed it more that "bully" survivors keep doing the unhook animation repeatedly to lock the person on the hook in a state that they cannot get out of, if they don't DC immediately.

I'd much rather see some sort of action against that, than the ability for a killer to grab someone who's currently trying to unhook a survivor when you're right there.

Comments

  • Seraphor
    Seraphor Member Posts: 9,416
    edited July 2023

    Removing healthy hook grabs has been suggested many times as a counter to face camping.

    The killer is already more than capable of securing a hook trade when face camping, which is still in the killers favour, as it's still reducing the survivors hook count by 1, and results in an injured survivor running away from the hook. There's simply no reason why someone who is face camping needs to be doubly rewarded with taking out two survivors at once.

    Additionally, it results in the absolutely ridiculous hook standoff, where a survivor will run up to the hook, and be unable to take any action, while the killer stands there unable to hit them, each of them waiting for the other to flinch. This is utterly ridiculous "gameplay" for a horror game, and even if you don't think 'immersion' is at all important, its still a boring mechanic that relies on player ping more than anything.

    This is entirely different to grabbing survivors from gens or totems, because neither of these scenarios result in a 'stand off' mechanic.

    Healthy grabs have already been disabled on pallets for a long time.

  • mca240
    mca240 Member Posts: 456

    To add: very ping dependent. I have been grabbed off hook, where I already let go simply because the killer has bad ping.

  • bbqBilly
    bbqBilly Member Posts: 53

    What exactly is the "high risk" you are describing? Worst case scenario, you get a guaranteed trade, best case scenario you grab someone and now have 2 downed survivors with a high likelihood to snowball to victory. That sounds more like a win-win scenario to me, which is exactly why they are removing it.

  • jeffkillsyou96
    jeffkillsyou96 Member Posts: 249

    Well being able to grab survivors off hooks saves encourages the killer to camp hooks which means survivors can’t get points in certain categories

  • brewingtea
    brewingtea Member Posts: 257

    >It's a high risk, high reward kind of thing

    No, it's not.

    There is literally no risk for the killer. Worst case: They miss the grab and get a trade instead. They lose nothing.

    Unless you meant for the survivor, in which case you're even more wrong. Survivors are already "risking" something by going for the unhook in the first place. If the killer is camping, and they don't know it until they're there, what are they supposed to do? Try to leave and get downed anyway? It's LESS risky to go for the unhook and take the trade. Or just never go for unhooks?

    There's no point where the survivor gets to make decision where they could come out ahead if they "win" the hook grab BS. It's a freeroll for the killer, it's boring, and it's terrible design.

  • Anti051
    Anti051 Member Posts: 656

    Here's the thing though - Disabling the hook grab isn't necessary with the anti-camp mechanic on the way. If the back and fourth part between the killer and survivor is really such a concern and it isn't just another excuse to further weaken the killer role, then why not just lock the survivor into the unhooking animation once it's started?

    Because unless collision is removed during base kit off-the-hook borrowed time, somebody can just dive the basement hook with the killer not far behind and the rescued survivor can body block with endurance.

    If the anti camp mechanic is present, then why does saving also have to be made significantly less dangerous at the same time?

  • TheTom20
    TheTom20 Member Posts: 484

    I'm actually gonna miss the unhook mindgame so fun to pull off the save to a camping killer an get a 4 man out.

  • Seraphor
    Seraphor Member Posts: 9,416
    edited July 2023

    How is saving being made less dangerous? The rescuer is still guaranteed to go down.

    Your basement scenario doesn't make any sense.

    In every scenario where you could potentially get a hook grab, you can guarantee a hook trade. You hit the survivor, interrupt the save, you wipe your blade as the survivor restarts the unhook animation, then you whack them again as they complete the unhook.

    I do this more than enough to know that this second hit always lands before the unhooked survivor can move to block the second hit. I never try for a hook grab, because I'm not playing the stupid hook standoff game, and every time I get a trade. And with STBFL, you make it even more certain.

    The anti-camp system they have planned doesn't do anything here either. That system is for when survivors don't take the risk to attempt a save. If they do, the fact that the hooked survivor gains progress to a potential self-unhook does have any effect. Without the removal of hook grabs, rescue attempts are too costly, and it's always more beneficial to let the survivor hang there in the hope that they can unhook themselves. Removing choice and validating campers.