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Respawn 1 consumed hook 1 time if other hooks are too far
Whether by chance or used as an exploit by bully squads, survivors can perma-deny hooks after a hook is consumed in a map corner and by using 4 petrified oaks and by using other hook-denying perks. This sometimes leads to standoffs and survivors holding the game hostage and refusing to participate in normal gameplay only to deny the killer further hook states.
I suggest if a consumed hook is farther than a certain radius from other hooks it will have a 1-time respawn after the usual sabotage-cooldown period, this way there's still a possibility to use a hook in a dead zone while at the same time not giving the killer unlimited hooks.
Comments
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I look at hooks for killers just like the gens for survs, a resource to be managed.
If the survs don't plan some for which gens get done, they risk a nasty 3-gen setup making their lives much harder. If a killer doesn't plan out which hooks will be used up they risk a dead zone for hooking. Rng effects both in terms of possible spawns, and true they should be monitored in map generation, and yes there are some spots that need tinkering on certain maps. But overall killers need to keep in mind which hooks get consumed.
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If a killer doesn't plan out which hooks will be used up they risk a dead zone for hooking.
I mean, outcome for this is often worse for survivors. If they notice and start running there, I am going to bleed them out.
They are not going to win by this (most likely). It happened once, where they won, because it was The Game and they had Exponential boon, I am pretty sure it was their goal tho.
Only case where this is true are Scourge hooks, but those could just be replaced by normal hook when survivor dies there.I don't see removing hooks has any benefit for the game.
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And that's on those survs if they do constantly go to such a zone, and the play is to indeed bleed em.
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Yeah, but what exactly is the benefit here? How is this feature good for anyone, when counterplay is bleeding out survivors?
I can agree on scourge hooks. That's a resource, but as I said they could be simply replaced with normal hook to deny scourge perks.2