2 for 2 Killer hook states

acoldboy
acoldboy Unconfirmed, Member Posts: 11

In the past few months I've noticed a playstyle that is quite infuriating to go up against as survivor, whether it's intentional or not I don't know, but what I do know is killer travel time is a huge factor in this


Most of the games I've played have led to a scoreboard of hook states like this: 2 survivors, 2 hook states per, 2 survivors no hook states at all. With so many killers that can reposition so far around the map, it's easy to get a down, hook, teleport (Sadako, Dredge, Xenomorph, among others), to another gen, tile, down a survivor, hook, teleport right back to the original hook, rinse repeat. No time for healing, and God forbid chase the person who unhooked. This basically leaves one person always unhooking, and one other person doing gens, getting the other unhook etc. It becomes a 2 v 1 game once the game reaches this point. Skill issues aside, tunneling, and lack of incentive to not tunnel (COUGH COUGH) it just feels like too many of these high speed transporting killers can lock a game down too quickly, most of the time this has happened is when two, but more likely one generator has popped.


Again, the lack of an incentive to not tunnel is there, but with teleporting resource near, and for the most part right next to hooks it feels like a lot of killers have this ability to ping pong between two spots until 2 people are out of the game. Is this another fix tunneling post? Maybe. I feel as though this is somehow different, and like I said, quite annoying to go against. Thoughts?

Comments

  • HarlockTaliesin
    HarlockTaliesin Member Posts: 763

    Though it can be tunneling, it also comes down to how altruistic the survivors are. Playing killer, there's been way too often where two survivors go for unhooks way too fast in the early part of the trial and wind up trading hooks or getting downed/hooked shortly after unhooking. When that's the case, the best course of action is to stay with those two until they're either dead or you've double hooked both, then go for the other two survivors.

    If hooks are to be spread out, you need both a killer that's not tunneling/camping, and survivors who don't try to unhook too soon/right in the killer's face. If it's a shorter distance to go back to the hook than where the killer was going before the unhook/unhook attempt, the killer's going right back to the hook to either go after the unhooker or count to ten on the unhooked.

  • DemonDaddy
    DemonDaddy Member Posts: 4,167

    Good survivors can easily punish killers that spread their attention out. Focusing on 2 survivors is the most practical option that works on a wide range of player skill. There is no accurate way to tell what kind of team its going to be unless someone is making ridiculous level mistake right away.

  • TheSubstitute
    TheSubstitute Member Posts: 2,479
    edited October 2023

    It's up to your teammates to make the Killer spread hooks out on everyone. A common thread in many of my games where there is a 4K is one of the Survivors has no hook states until the end since they dont want to present themselves as a target. Games where there's a 4E commonly have survivors trying to spread out aggro among all of the survivors and everyone has one hook state at least.

    That's hard to coordinate as a solo queue but I'm don't complain about it because I could always SWF if I wanted to. I don’t want to so I don't but that also means I'm accepting less coordination as part of the deal.

    If a Killer spreads out hook states they're trying to consider your enjoyment as well and they should be appreciated for playing such. It's not expected of them though so if there are two survivors with on death hook than the other two should do gens in the Killer's face so they get chased while the two on death hook take the opportunity to do gens.

  • Carth
    Carth Member Posts: 1,182

    So the killer has 4 hooks and no one is dead/someone will die earliest at hook #5? I'm not sure what else you want short of shared hook states or mandatory "you must hook A,B,C,D,A,B,C,D,A,B,C,D", or like can you explain to me what an ideal world or fix you'd like to see for this is?

  • edgarpoop
    edgarpoop Member Posts: 8,343

    This is usually a function of the survivors not understanding how to dictate pace, or not really even thinking about ithe macro at all and just doing things. You don't want to wait too long to save, but it's also possible to save too early. You don't force the killer to make any decisions if you're saving before they're chasing another player or well into their patrol. They're free to quickly return to the hook when you save too quickly. You have to consider the killer and give you and the hooked player the best chance to get away from the hook and reset safely. And really, the community as a whole should really stop trying to heal under the hook. Never the right play. But that's probably an optimization discussion for another thread.