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Some SoloQ advice about hook states that has absolutely nothing to do with personal experience
One of the best pieces of advice I have been making use of in SoloQ is the idea of treating hook states as a resource, each hook state is 70 seconds long, only 20 seconds less then a generator, so, as a SoloQ player, learn to treat both your own as well as your teammates' hook states as a way to stay in the match for longer, don't go for a immediate save, wait a bit, get some progress on a generator, and then once they've been on the hook for roughly 40 seconds or so, then worry about going for the save, this goes doubly if you are on a gen right next to a teammate, get some progress on that first, THEN save, the only difference between being saved 1 second into being hook and 69 seconds into being hooked is that you are now 68 seconds closer to dying.
The reason I bring this up is purely advisory, and is in no way meant to rant about that time a SoloQ match got ruined because a Sable decided to throw the game because I put this advice into practice, nope, purely advisory, I swear.
Comments
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Last time I tried to put this into practice was yesterday.
A Yun-Jin had just been saved and decided to stay around the area the Huntress was patrolling, for some unknown reason. I decided to take the chase to prevent her from getting tunneled and ended up hooked in the basement inside the preschool.
Surely my teammates saved me, right?
…Right?
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This is a really important thing to learn.
It can be difficult to work around in solo queue however, because you need to tread carefully around your team mates.
For example leaving someone on the hook too long when you can't communicate your plan to them can easily result in them attempting a self-unhook. So there's another layer of inherent risk when dealing with solos.
But I will typically leave someone hanging while I: open the exit nearby, stop their gen regressing, finish a gen thats 80%+, and mostly, while the killer makes their way across the map.
The worst thing you can do is unhook someone immediately. The killer will just do a u-turn straight back to the hook, and that hookstate will have bought no time whatsoever.
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Being on the hook is also the best protection against tunnelling.
If you're worried killer might / is tunnelling, then dont unhook right away.
Wait till last 10 seconds (depending on the situation) and go for pull even if it means trading.
Most definitely that wins the team an extra minute of doing gens without having to subject your tunnelled friend to carrying the killer's attention and your whole team on their back.
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Counterpoint:
If you get near a survivor, work on a gen for 40 seconds, then go for the unhook at the last second, you'll have an injured survivor and 40 seconds of gen progress.
If you unhook them right away, you can heal them up and then get on the gen together - You take 16 seconds to heal, then 24 seconds to work on a gen. 24 seconds of coop gen progress = 24 * (0.85*2) = 40.8 sec of progress. At the end of that 40 seconds + time to run, you get the same amount of progress done and a survivor has an extra health state to work with.
edit: that said, anyone who throws due to being left on hook for "strategic reasons" is an idiot
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