Why is hooks being permanently broken on death a thing?
I briefly mentioned this in another thread but felt it deserved its own. Hooks already have janky spawns at times with multiple floors and with the amount of boil over I see lately, the possible hooks I can get to is pretty limited at times. I can understand if a teammate does a Sabo play, but why does the game itself permabreak hooks? This can easily lead to a hook deadzone, especially if you have overly altruistic teams trying for flashlight saves and getting hooked near each other instead.
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From what I can tell, Hooks have always broke on sacrifice since the game's inception. It's possible it's an outdated mechanic at this point, but it's just something the devs never changed.
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I know it's been a thing since the beginning, I just don't understand why. It don't feel like it should be a thing where if a survivor is at X location, it's impossible to hook them. It would be one thing I'd this was from body blocking or something... but that's not what I'm talking about.
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There are a few maps where hook spawns need to be a little adjusted or dead zones need to be looked at. Dead Dawg Saloon comes to my mind with this one main building variant where the back room on the second floor only has one exit.
But other than that, the hooks already spawn so close together nowadays. You can eaisly make it to 1-3 different hooks if one is broken depending on the map. I don't see why it would have to be removed.
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Even if I can make it to 37 different hooks, the question remains. Why is it a thing? What good is this doing? From my perspective, it's only adding deadzones, which shouldn't be a goal. I've had multiple matches recently where I've been stuck watching the last survivor bleed out in the corner of the map because 1 or more of their teammates died nearby.
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Your reasoning is it should stay because it's always been a thing and therefore is lore. Since when has "lore" prevented changes? If I down 4 survivors in the corner of the map, how is that something I need to work on when it comes to getting them to 4 separate hooks?
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Agitation and/or Iron Grasp deal with this problem nicely, and are useful to get to the hook you want not just one nearby. Very good for Scourge plays.
As for them breaking, yes it's always been in the game, even when broken hooks stayed broken. The reasoning is akin to survs three-genning themselves, hooks too are a resource to be managed as well.
So the killer, on top of remembering much else, has to be aware they can create a hook-deadzone whenever they toss a surv on one. I can see the argument for it being an outdated mechanic with hooks respawning twice a minute and sabo being rare, but I get their intention.
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Also sidenote... we ignore lore for gameplay all the time. Nurse and Pyramid head for example can be blinded, even though you can't even see their eyes. Both killers can also somehow see you just fine. In a game where the entity feeds off hope, your allowed to ######### instantly instead of feeling hopeful for a solid 2 minutes that you'll be saved off hook. Also any random person knows how to fix generators. None of their lore hinted at mechanical knowledge, but they all can repair a gen faster than I can change a tire.
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I get it for scourge hooks but otherwise I feel it's an outdated mechanic.
They could remove it from the game and it'd have only positive effects. Like not having to bleed out a survivor that has no clue they're in a hook dead zone.
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But the LORE says entity wants hooks. Spider God herself should come down here and fix these since we care about the lore so much, right? In the game where you can get chainsawed in half, put on a meat hook and walk it off... the lore should not be questioned, lol.
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I think they should just get rid of this because the way some maps are
You can have the potential to unintentionally break all the immediate hooks in a area
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it should go, it just causes bleedout situations and lose lose scenarios.
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My hook options are limited to wherever a survivor runs to. Beyond that, name 1 actual reason this SHOULD be a thing. All it does is prevent the main object completely passively because... the killer did his main objective. Imagine if gens got entity blocked because you dared do gens. Last 3 gens are just permanently blocked and the killer says "well just do better next time, gens are a resource".
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That's not always possible. There are hooks on some maps that are so secluded you cannot have them break without risking survivors to run there every time they might go down. And if the killer can't hook you, even after downing you, that is really just bad game design. Midwich is a prime example of this (although I feel it's not as bad as it used to).
Imagine if you worked on a gen for 45 seconds and then without anything happening 30 seconds of that progress is lost because... Well, you just got screwed by the game. Now have fun doing it again but with a different gen or the same will happen.
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Stopsigns exist too. Your point?
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Exactly. It's not even REALLY a balance issue since most of the time you run into this, it's at the end of the game...likely with the last survivor. I didn't think anyone would actually defend this because I thought survivors don't like being bled out. I had 2 games last night end by me watching a survivor bleed out because there's no hooks nearby. The End result is the same. A dead survivor.
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It's similar to how completing generators can result in a 3 gen. It's a drawback to eliminating survivors without care. Sacrifice them too early or in the wrong place, and you can hamper your efforts later in the game.
It's not a huge issue, I guess I wouldn't be sad to see it go. But it would kinda be a double standard if survivors couldn't do something similar with gens.
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Survivor movement causes both issues though. If they swarm around a corner of the map where hook placements arent good, they kinda force the killer's hand, just like they can 3 gen themselves. The killer can only follow them without swinging and hoping they lead toward more hooks to make enough distance, while they would usually rather go into the corner out of hoping the killer will let them go (and/or spite.)
Killers can zone survivors to corral them, but at the end of the day survivors control where the chase goes. It all goes back to the main point though, why should hooks break permanently? What value does the mechanic bring to the game in its current state?
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I like having to plan out my hooks to not wind up with a dead space on the map where I can't hook people.
I also like having that dead space be an optimal place to try and lead the killer to in order to avoid being hooked.
Seems like the number 1 gripe people have with it is having to bleed out if you can't reach a hook. Well then there is a bleed out timer so that ends too.
Its all rather neatly packaged I think.
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If they're going to keep it they need to be on top of fixing places where losing one hook can create a dead zone. Looking at you, Lerys exit gates.
They aren't, so I think it should go.
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At least a 3 gen situation requires your opponent (the killer) to actually do something. The killer chases survivors off gens to prevent the gen from being done similar to survivors body blocking and hook saboing to prevent a hook. The permanent hook breaks though ARNT an actual outplay. That's something the game is doing that takes no actual effort from the survivor team besides maybe running to a spot over and over to MAKE these hook dead spots.
Even the 3 gen example though isn't really a good example since DE has already nerfed the perks that cause gen regression. Now if you want decent value from gen regression perks, you have to actually down ppl instead of JUST kick gens. The entity permanent destroyer though takes 0 perks.
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They're permanently removed to give the rest of the survivors better odds of surviving or worse odds by being slugged at that removed spot.
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Not anymore!
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Thank you amogusman very cool
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holy christ I forgot how old this post was, LOL
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