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is it time to start looking at Hook state timers/unhook time?

I think after the generator timer increase, it's probably time we start looking at hook state times. I feel it would ease the pressure off of more casual lobbies where camping/returning to the hook is more prevalent.


I feel its something that should have been adjusted when the gen timers are, to discourage killers to stay near the hook. I also feel Unhook speeds should be sped up slightly to match the attack CD reduction which was added to killer in the same patch as the gen timer increase, but only by that amount. What do you all think?

Comments

  • JPLongstreet
    JPLongstreet Member Posts: 6,990
    edited December 2023

    The perk Reassurance is available to add time to a hooked survivor. It's not run very often, but it's there.

    I thought the original intent of those changes to weapon wipe times was to make all killers more leathal? To be honest I've never thought about unhooking speeds before.

    The whole killer returning to the hook scenario certainly is very common, as they know for certain where at least two survs then are, one of them very vulnerable. Messing around with those interactions will be tricky, especially during EGC.

    Post edited by JPLongstreet on
  • Rokku_Rorru
    Rokku_Rorru Member Posts: 2,796

    No because it doesn't affect base chase, which is where they struggle, and they have recieved countless perks and buffs on an individual basis which in turn has nothing to do with the current hooks and generator balancing. what I propose doesn't affect what you are concerned about at all.

  • caligraph
    caligraph Member Posts: 359

    Increasing hook times would not fix any of the things mentioned. Half of what was mentioned was also not an issue.

  • Rokku_Rorru
    Rokku_Rorru Member Posts: 2,796

    it's literally the objective of each opposing side, each one is a source of pressure. It's literally the fundementals of the game.

  • caligraph
    caligraph Member Posts: 359

    I'm sorry if I came off as rude. Yes hooking and unhooking are the core mechanics that drive dbd, however increasing hook timers and speeding unhooks would not fix anything you mentioned. I guess survivors could do gens more instead of being pulled away immediately for a save but then that just lessens the reward for a skilled play.

  • Rokku_Rorru
    Rokku_Rorru Member Posts: 2,796

    Yes, the pressure for the gens would make patrolling seem like the more rewarding thing to do for the killer rather than playing around the hook like it used to be before gens were lengthened in time. The idea is to give more time to co-ordinate a save too, or at least allow a little more time (albeit just 10 seconds more or however more in ratio hook timers are to gens) for healing and going to save etc.


    The unhook timers are just to match the m1 cd reductions so like barely a quarter of a second, which got ignored and blamed on hook grabs, whilst with latency taken into account leads to costing 2 states of health regardless of when you try to unhook, precisely what hookgrabs being removed was meant to curb.


    anyways hopefully that clarifies a little

  • kaoraku
    kaoraku Member Posts: 286

    There is a perk to speed up unhookspeed. But seriously why? I mean reading a few posts it looks like for me that at this points survivors literally want free unhooks, even more completly remove the killer's ability to kill them in any form or outplay survivors by mechanics.

    Grabs already removed (i still don't understand why). What you want next, a wall around hooked people? And the killer still should be able to kill 4 people while they finish 5 gens? Seriosly...

  • JPLongstreet
    JPLongstreet Member Posts: 6,990

    I believe they said they removed the hook grabs to end the faking unhook standoffs, which admittedly did look ridiculous and too influenced by ping, but were known & expected gameplay. I imagine they compared it to the old hatch grabs and just wanted it gone.

  • Xernoton
    Xernoton Member Posts: 5,965

    There was never a time in DBD's history where camping was weaker than it is now thanks to the AFC. Proxy camping should stay an option for a killer. I get that it may seem pretty unfun and unhealthy but the more you make every decision for the killer, the less appeal there is to actually play that role.

    I've also seen a lot of people claim, that the game would be in a much better state, if killers would just "pressure gens" and chase more. But these are the same people, that will tell a killer to just drop the chase, when the survivor reaches a set up that is too strong for them to deal with. So you basically have a weird situation where you want killers to chase but also to stop chasing. The only set ups in which this becomes successful are either holding a 3 gen (you get to the gen, start chasing, then drop the chase once that survivor is away from your 3 gen), which is getting 'fixed' early next year, or playing hit and run (also not a very appreciated play style and not very accessible for most killers).

    Basically, you need to leave the killer some options on a base level. If you use perks (like Reassurance), then it is the killer's job to play around them but if you don't, then you can't expect the game to fix that for you. This is not a 1v1 game but 1v4, so there has to be some way to play the 1v4 component more than the 1v1. Otherwise, you'd need to change the entire game to a large degree.

  • Rokku_Rorru
    Rokku_Rorru Member Posts: 2,796

    The idea with these changes isn't to remove the option because it'd only be like 0.2s or so off unhook speed and 10 seconds onto the hook timer, just to ease the pressure to match the changes made back in 6.1.0 with the meta shake up.


    Killers should have options, the idea behind this isn't to remove them, just to match the unintended pressure caused by the base chase changes.

  • VomitMommy
    VomitMommy Member Posts: 2,257

    generator timer increase was trade off basically for nerfing most slowdown perks...

  • Xernoton
    Xernoton Member Posts: 5,965

    The unhook time should not be tempered with. There is no way to deny the unhook anyway (apart from insta downs before the animation starts). You can go down halfway through the animation and the hooked survivor is still getting off.

    I do not like the idea of giving survivors even more time to go for an unhook. If you don't manage to do that in 60 seconds, then that is not a game flaw but a huge mistake by the survivors. Even if the killer proxy camps, you still get the exchange at the very least. At some point these kinds of mistakes should matter and making the game more forgiving in that regard really goes against that.

    Camping was a problem immediately after 6.1.0 but since then hook camping has been nerfed significantly. Hook grabs are no longer a thing, unhooks cannot be denied anymore and there is also the AFC. Any impact that the 10s on gens had on this have been more than compensated for.

  • Rokku_Rorru
    Rokku_Rorru Member Posts: 2,796

    By that arguement if a killer can't stop gens from being done it's their fault right? Mistakes should matter but usually one mistake is made and a match falls apart instantly in casual games. I don't think these sorts of changes would affect the higher end much at all, its more in line with the more common playing around the hook atm, mistakes can still be made and matter, a small change like this is to compensate for how silly it is right now if all survivors go to unhook because no communication.


    It's been nerfed but you still go down in laggy situations with all your health to spare, this is without STBFL or Desperate Measures in play. AFC barely does anything with the current hook timers also, it always bleeds into 2nd state or death, this helps this new effect have more time to kick in, so I don't really agree with you, not enough has been done as its far too common a playstyle even now :)