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The Hook Time update

Here's a ramble about why I feel the way I feel:

I'm one of those "merciful" killer mains who always gives hatch, never camps, never tunnels on purpose, etc. I find that camping and tunneling make the game worse for both sides, and I'm more interested in having fun than winning. However, there's an issue right now with how if the killer slugs, it will technically kill a survivor faster than hooks because that's two minutes vs hooks which are now 70 seconds a state. To be outright, I was for this change at first because I don't want survivors to ever die on hook. If someone is gonna kill them, it's gonna BE ME! But this does lead to incentive to slug, which is a problem we're having in games has of late. I believe Behavior said that this was done to help discourage camping, which it kind of does, but there are two problems this has led to:

  1. Killers are slugging because it's more effective.
  2. Killer pressure has kind of gone down (which I'm kind of okay with in the idea that I want survivors to be able to recover from losing games, but it makes it tougher for me to recover from games I'm losing).

Here's my actual suggestion:

Revert the time change, and make it so when the killer is within 16 meters of the hook, there is a slow down ranging from 30% to 0%, depending on how close the killer is within those 16 meters. I'm basing these percentages of the assumption that I did my math right, and every second of hook progress becomes 1.3 seconds.

I'm all for suggestions to my suggestions btw, as well as reasons it's a bad idea.

Comments

  • NarkoTri1er
    NarkoTri1er Member Posts: 659

    honestly, slugging has pushed it's way to being true meta exactly because it has become way safer than hooking with how severe changes with hooks happened over last 2 years.

    It started with Deliverance, Wicked and Reassurance (no, it's not about camping, it's about how effective greeding hooked teammates with it is) existing and now it ended up with hook grabs removal (a change that significantly lowered the skill expression of unhooking) and increase of base hook time, which is lowkey a mini basekit Reassurance.

    To repeat again, slugging wasn't actually buffed in any way, the only reason it is #1 meta is because hooking has become the most risky thing to do.

  • PuddleOfBludd
    PuddleOfBludd Member Posts: 156

    I would have to agree that something does need to change. There is no pressure for me to get off of a generator to go unhook someone to prevent them from going to stage two. I can just finish my generator and let them sit on the hook until it’s done. I would agree that the longer timer should be tied to camping. I think the timer should be longer when the killer is near the hook.

    Tunneling is actually the hardest thing to prevent. Because there are many circumstances where someone is not being tunneled it’s that the killer happens to find the same person again. It is unrealistic to suggest or expect that the killer not chase them, or go after them if that’s who they see. That’s literally the killer’s job is to kill the survivors. It’s like asking a survivor or expecting them not to go back to generator once the killer has kicked it.

    The problem is that even if something is implemented to prevent tunneling, whatever it is, the killer can just work around it to not get the penalty. For example: if you implement some thing that penalizes the killer for hooking the same survivor within a certain amount of time, they can just wait out the timer. After all what constitutes tunneling? Second hook within a minute of the unhook? Two minutes? Anything more than that would be absurd. Factor in that any decent survivor can probably run the killer for that long, even if they are being tunneled and boom, no penalty.

    What about reducing number of gens by one if the killer starts chase with a survivor who was just unhooked? That can be abused by survivors. And if the killer is going to chase the person who unhooked them the unhooked survivor generally gets in the way to take the borrowed time hit which auto procs chase with them. Even if there was a way to work around that where they have to be chasing them for a certain number of seconds to constitute an actual chase, again, survivors can literally abuse that.

    I think the only way to actually address the issues of camping and tunneling is not by penalties. I think killers need to be incentivized not to do those things. Currently with the way the game is set up, They are incentivized to tunnel someone out because it drastically helps them.

    Right now, killers are not incentivized to focus on gen regression because they are limited on how much they can even do so. Because of this, their best path to victory is to reduce the number of people able to work on gens as quickly as possible. The fastest way to do that is to tunnel.

    Honestly, the removal of the killers ability to consistently hold generators has created this problem. Why are we as survivors not accountable for NOT creating a three gen situation? Because the only time that gen regression was really a problem for survivors is when we 3 gen ourselves. If the gens are spaced out the killer can’t hold them indefinitely.

    Personally, I would rather go back to the generators being able to be kicked however many times, as opposed to experiencing tunneling in almost every game. Tunneling is the new meta, and it will continue to be that way the more we handicap killers.

    It used to be that if I played ten matches, one or two might have a tunneling killer. Now if I play ten matches, it’s MAYBE one that doesn’t have a tunneling killer. And I don’t mean that I am personally being tunneled in all of those games from start. But every game has gone that way with someone being tunneled out early, maybe even two people before the killer starts playing how they used to.


    We created this. The only way to solve it is to go back to what we had before. Don’t create three gen situations and regression won’t be an issue. At least there’s work around for that, there is no REAL work around for tunneling and it’s only going to get worse.

  • ChuckingWong
    ChuckingWong Member Posts: 431

    Honestly the hook timer increase has had no changes in gameplay. Could take it back out and nothing will change.

  • Rokku_Rorru
    Rokku_Rorru Member Posts: 1,330

    I feel it helps casual gameplay where people are playing the game as intended, survivors have more time to make mistakes and anti camp has more time to kick in.

    If anything it's showing how unhealthy other components of the game are when put in the hands of the people who know and manipulate the systems and more needs to be done to stop that. The new player experience especially needs more love

  • ChuckingWong
    ChuckingWong Member Posts: 431

    Yea I mean at any level I just dont see it doing anything. High, low, medium, casual, hardcore, mmr this mmr that… nothing.

    Im neither for nor against it, but it has had no effect on anything gameplay wise. Just an extra 10 seconds on a hook.

  • adsads123123123123
    adsads123123123123 Member Posts: 1,132
    edited September 2

    Slugging is still much slower than hooking since survivors rarely save at the last second.

  • ppmd
    ppmd Member Posts: 122

    Slugging a survivor out takes 4 minutes, or 240 seconds. This would still be slower than dying on hook at 140 seconds.

  • Crowman
    Crowman Member Posts: 9,570

    it's slower if you only look at time to die. But an extra 10 seconds on each hook state makes a lot of hooks less threatening bc there's more time to save. Plus hooking has a second time cost bringing survivor to hook and survivors may need to be hooked 3 times each.

    Downing a survivor has no extra cost and if you leave them slugged you can start pressuring other gens instead. Even if takes longer to kill everyone, you are often exerting more pressure than a hook

  • adsads123123123123
    adsads123123123123 Member Posts: 1,132

    Play some games where you only slug and don't hook. You will do worse on most killers.